The Return: Creating Living Towns
Making your D&D settlements feel more alive
D&D towns are often little more than a list of buildings and local notables, but how do we make them feel alive?
Given the (staggering) amount of desk-warming time thrust into my lap recently, I took to making the rounds of the blogosphere when I came upon this article by DM David. The issues he highlights within are ones that have plagued my own games in the past and, frankly, I would be doing my players a disservice if I claimed that it was solely their fault for not making town visits memorable. Beyond my admittedly-drab-at-times descriptions of, for example, Phandalin’s Sleeping Giant Inn, the content that would make grab my players’ attention when returning to civilisation simply are often not, as DM David describes, easily-gameable as presented.
Thus, with David’s analysis of the situation absorbed and an itchy-keyboard hand at the ready, I set out to make a more gameable solution for the lay GM to employ at their table. Though not actually required, the system presented below really is best paired with regional weather cycles, a list of factions, and an in-game calendar. For the last of those three, consider using this tool.
MAKING LIVING TOWNS
MAKING YOUR RETURN. The session before the players intend to return to town, roll 1d4 for each of the following:
- Rumours
- Incidents, and
- Notices
RUMOURS
Choose a number of adventure locations or quest hooks from your pile (or even the same one multiple times) equal to the number of rolled rumours and list one true thing for each.
For each rumour, choose an NPC or multiple NPCs who would be likely know or distribute these rumours.
Lastly, each rolled rumour has a 1-in-6 chance (rolled on d6) of being false or misleading. In this case, modify it slightly so as to skew the truth.
Note: Rumours are small bits of information passed around by characters that inhabit your game world. They offer the PCs an opportunity to learn about interesting or hazardous locations about which they might not otherwise know. Typically these should be given freely when asked or slipped into mundane conversation, but it can also be fun to occasionally hold rumours a bit tighter if the NPCs in-the-know consider them more valuable.
Look here for examples of good rumour creation.
INCIDENTS
Create a number of incidents equal to the rolled number.
Incidents left unresolved during this return trip might be resolved while the players are next away. If the resolution of an unresolved event is not obvious in terms of time or chance, simply assign it a percentage value (e.g. 20%) and roll 1d100. If the roll is above the assigned chance, the incident is unresolved.
For each incident that went unresolved, subtract one from the 1d4 new incidents roll on the PCs’ next return.
Note: Incidents are small- to medium-sized1 events that the players will encounter when they next return to town. They can be fully independent events (e.g. a merchant being harassed outside the PC’s favourite tavern) or can be inspired by or related to previous rumours, incidents, or notices from this or another return voyage.
Factions can also be a source of inspiration for incidents. Town governments, ruling noble families, trade guilds, monsters, and many other major players in and around your town can contribute interesting events to help flesh out your settlement. See here for more details on running factions!
NOTICES
For each rolled notice, roll 1d6 to determine it’s type from the below:
- Job or request for assistance
- Bounty or Wanted Poster
- Public or private event
- Private seller or auction of item(s)
- Buyer for item(s)
- Information about a rolled incident or rumour
For each notice, roll 1d6; on a 1-3, it was posted by an individual, on a 4-6, by a faction from the area.
Note: Similar to but distinct from rumours, notices allow concerned individuals or factions to inform a town’s inhabitants or passersby (i.e. the PCs) about important events or opportunities. Posters may not necessarily reside within the town but will often have a stake in the affairs of the surrounding area.
Notices are also good for directly offering the players jobs. While rumours can in theory perform this function (e.g. “Old man Crane is looking for someone to help find his son”), I personally find static notices—placed in areas obvious to the player characters such as taverns or town squares—to better fill this need. They differ mainly in their mode of delivery; the content of each are largely interchangeable.
…
And there you have it! Feel free to use this technique/system in your games and let me know how it goes.
i.e. resolvable in less (or much less) than a session’s length of time. ↩︎