Monday, August 4, 2014

Settlement Generator

I've been trying out a few settlement generators and often find them difficult (or take more work than is actually used in game).  Lately I've just been determining the inn and the population of the town.  If players are looking for something else I make it up.

However, I think it would be nice to know something about the settlement to make it interesting, therefore I've developed a one-page settlement generator that can be used on the fly.

Download it here.  Explanations below.

D3+d6
Settlement
Population
2
Crossroads
1-15
3
Thorp
6-35
4
Hamlet
31-60
5
Village
30-175
6
Small Town
180-1,920
7
Large Town
2,100-5,000
8
Small City
5,200-11,000
9
Large City
10,400-22,000

This chart is used to determine the settlement size.  It's based off the D30 Sandbox Companion (in particular, the classifications of the cities and the population of each).  I did this purposely so that it would align with the Sandbox Companion when I used it to create settlements in advance.  Note that the d3 +d6 roll will make the Hamlet through Large Town size most common (1-in-6 chance).  (Thorp and Small City have a 1-in-9 chance, while the crossroads and large city have a 1-in-18 chance.)

d12
Economy
1
Destitute (d4)
Goods: scarce (10%), low quality
Prices: 50%
Crime: high
2-3
Poor (d6)
Goods: 50%, half low half standard quality
Prices 75%
Crime: higher than average
4-9
Average (3d6)
Goods: has most things, mix of quality
Prices: standard, 10% variation
Crime: average
10-11
Wealthy (d10+12)
Goods: has rarer items, more high quality
Prices: 25% higher
Crime: low
12
Filthy Rich (d6+16)
Goods: has unique items, high quality
Prices 50% higher
Crime: almost non-existent

Goods: where a percentage is given, this is the chance they have any common good (from the Adventurer's Outfitter).  Only the wealthier areas will have things like holy symbols or Specialist's tools.  

Prices: an easy way to change the prices from town to town.  Only broad strokes are needed here.

Crime: a good reminder to the Referee on how comfortable it might be in this town.  PCs might be able to get away with a lot more in a poorer town, but in a wealthy area, there will be guards, private security and perhaps laws around carrying weapons.  Also, if the PCs are rich, they may be targets of desperate bandits in a poorer town, but targets for wealthy con-men in rich cities.

The settlement type also ties into the carousing rules (the bigger the city, the more money PCs can spend and the more XP they get per silver spent...)

The die roll in parenthesis is for determining the lodging in this city.


Available Lodgings

1
None

2
Barn
1cp
3
Poor
5-10cp
4
Barn/Poor

5
Barn/poor/average

6
Poor/average

7
Barn/poor/average/secure

8
Poor/average/secure

9
Barn/poor/average/secure/fancy

10
Poor/average/secure/fancy

11
Barn/poor/average/secure/fancy/extravagant

12
Poor/average/secure/fancy/extravagant

13
Average
2-5sp
14
Average/secure

15
Average/secure/fancy

16
Average/secure/fancy/extravagant

17
Secure/fancy/extravagant

18
Secure/fancy

19
Secure
5-10sp
20
Fancy
>25sp
21
Fancy/extravagant

22
extravagant
>100sp

This is a quick way to determine all available lodging in that area.  Destitute settlements will not have anything better than poor accommodations, while the filthy rich settlements will not have anything worse than secure lodgings.

As a quick reference, I've included the typical cost range for each type of lodging where it appears alone on the chart (using LotFP prices).

The type of lodging ties into my sleeping rules (the chance of a bad event happening while asleep increases the worse the accommodations are).

And, of course, PCs need to eat:

Horrid Meal
1-2cp
Cheap Drink
1cp
Standard Meal
3-5cp
Decent Drink
2-3cp
Fancy Meal
5-10cp
Good Drink
4-6cp
Rich Meal
>10sp
Rich Drink
>10sp

The last two charts are for adding some personality to the settlement.  The Industry chart is taken from the LotFP Referee book (back cover of Grindhouse Edition).  The second chart (Events & Features) combines entries from the Grindhouse Ref book and the D30 Sandbox Companion.

d12
Industry
1
Fishing/Hunting
2
Farming – cereals
3
Farming – livestock
4
Farming – Fruit
5
Farming - Vegetables
6
Mining
7
Craft Work/Manufacturing
8
Lumber
9
Spice/Dyes
10
Alcohol
11
Trade Stop
12
Military/Government

d30
Events
Feature
1
Beggars
Geyser
2
Disease/Plague
Ancient odd Tree
3
Vermin
Weird rock formation
4
Slavers
Sinkhole
5
Famine
Lake/Pond
6
Raiders
Bisected by River
7
Thieves
Great Church
8
Corruption
Unique Statue
9
Drunkards
Birthplace of a Saint
10
Fire
Famous Marketplace
11
Water Supply
Ancient Wall
12
Drugs
Great Tower
13
Waste
Castle
14
Flood
College/University
15
Prostitution
Stone Circle
16
Unrest
Built on Ruins
17
Monster
Unusual building Materials
18
Gambling
Lords/servants reverse roles
19
Infrastructure
Honor Dead
20
Insular
Hunt
21
Cultists
Visiting Dignitaries
22
Black Market
Music
23
Recruiters
Morality Play
24
Organized Crime
Religious Holiday
25
Apathy
Political Holiday
26
Taxes
Tournament
27
Religious Zealots
Games
28
Inept/Evil Ruler
Census
29
Con Artists
Founder’s celebration
30
Feuding
Public Execution

I hope that you find these of use.  I'm always interested in feedback and direction to other similar resources that can add to my own.


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