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"NPCities"

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Blogger Jonas said...

I think it should be tech level = experience level, city like Immryr that terrorized whole world for millenia should be high level magic-user.

April 8, 2014 at 4:31 AM

Blogger Zak Sabbath said...

The problem with adding experience level like that is that Str and Dex already measure military and trade might--which pretty much determine tech between them already, or are close to it.
Also: there aren't really a lot of times you need 20 levels of tech distinction in D&D or when tech level matters more than all the other stuff (D&D is built so xp matters way more than stats).

April 8, 2014 at 4:34 AM

Blogger Daniel Sell said...

These are are really handy shorthand. If you know Kine Gather has con 8 you have a pretty decent idea of how likely the guards are to show even if you didn't think about that before. Helps you to be consistent when making stuff up, I like it.

Have you considered giving them HP to represent population? Could be good for modeling barbarian sackings or whathaveyou and showing off its "injuries" to the players.

April 8, 2014 at 4:36 AM

Blogger Zak Sabbath said...

Again: population (like tech level) would seem to model something that, in this scheme, depends on Str (military might) and Dex (trade might).

Using HP obviates 90% of what the system measures.

I can see using it as something to be divided up if you were doing Risk style battles but that's a new thing

April 8, 2014 at 4:43 AM

Blogger Grylock said...

If you use tech level at all, and not consider it included in the other stats, i would suggest using the difference as a bonus to the conflict rolls of the one with the higher tech.

April 8, 2014 at 4:56 AM

Blogger Moochava said...

Tech level is for GURPS. Level should measure decadence. In 4E terms, Heroic levels are the Archaic period or "age of heroes", Paragon levels are the Classical period or standard fantasy "third age of mankind", and Epic levels are the Decadent period where you find places like Melniboné and Viriconium. (Insert confused analogy here about level-draining wight renaissances.)

April 8, 2014 at 5:20 AM

Blogger Luka said...

You can use this kind of system to measure dungeons as NPC characters too.

April 8, 2014 at 5:41 AM

Blogger Konsumterra said...

Several RQ products from mongoose took this approach for empires and not for me - a map, some district names, a ruler and a encounter table to suggest stye of city would be my choice - i just re purpose history or old gamer maps or archeology plans - steal from history and pick a few interesting details - too many games dont really uses stats much - if i did do this i would define what stat bonuses equaled
STR = famous fighting force
INT = wizards schools or libraries
CON = prisons, courts and legas institutions +=good ones -=horrible ones
DEX = markets or great guilds or merchant houses
WIS = great temples
CHA = wonders

negative "bonus" more like infamous features like a prison camp, notorious losing army, hideous eyesore like sewerage choked rivers....

i must stop before i convince my self this is awesome

April 8, 2014 at 7:05 AM

Blogger Tedankhamen said...

Nice, very straightforward. I've always said that the original attributes were under-utilized in favour of bolting on shiny new unnecessary mechanics.

Imrryr had a great sea maze that protected it - that would make the case for items.

Armor could be a natural defensive formation:
Leather - Forest or swamp
Chainmail - Sheltered harbor, narrow entrance pass
Plate - Sea maze or stonewall

Then there's magic items:
Potion - Bazaar of magic trinkets
Ring - Natural fountain of magic property
Wand - Guardian statue

XP might be different races or cultures who accumlate and interact there, allowing PCs a greater range of classes and interactions.

Levels:
1 Humans only
2 Dwarves
3 Elves
4 Halflings
5 Goblins
6 Orcs
etc

April 8, 2014 at 7:33 AM

Blogger C.Richardson said...

this would work good for "regions" like eg the Endless Glacial Steppes have Con 18 and Dex 14 so the dudes from there are tough and good with bows.

April 8, 2014 at 8:03 AM

Blogger Zak Sabbath said...

Again: the way you're using items and xp just seems like drawing an allusion for the hell of it.

Like if I find out a place has a "guardian statue" then…well I still gotta go write a guardian statue--I'm not much better off than I was before I inserted that detail. And the same with level--like if you're gonna make wholly arbitrary connections like elf=3rd level then might as well just assign city characteristics to letters of the alphabet.

The idea of the 6 stats is it's a mechanic and mneumonic.

April 8, 2014 at 11:08 AM

Blogger Adam Dickstein said...

I like this idea. A lot.

I've been doing something remarkably similar for years with Starships and Mecha.

April 8, 2014 at 11:31 AM

Blogger Nathan Irving said...

I'm fairly sure I've seen a system that described cities in terms of levels (and classes?) including inter-city warfare resolved using said systems, but I haven't a clue as to where I saw it. Seems like it was recently, though - past few years. I like the simplicity of this method, though. It helps generate character.

April 8, 2014 at 12:23 PM

Blogger Daniel Sell said...

My head has been on warring city-states, Mesopotamia style-ee, as a shifting PC-independent backdrop thing. So that's where the HP thoughts snuck in from.

Regardless, good stuff.

April 8, 2014 at 1:32 PM

Blogger Nagora said...

I'd rather go with Dex being adaptability - young vibrant cultures being able to absorb new ideas and challenges rather than suffering damage from them. which certainly has a relation to trade, just a bit more indirect.

I'd put Immryr at about a 4 for this measure of Dex (almost completely ossified), but I'd also put its STR up to about 14; long past its best but not a push over just yet.

April 8, 2014 at 1:40 PM

Blogger Zak Sabbath said...

While Dex may make a better _analogy_ with adaptability it is a much less useful stat in the game.
You need to know whether you can buy a silver dagger in a city.

April 8, 2014 at 1:41 PM

Blogger Nagora said...

Well, true, but you might also want to know if they're refusing to move on from longbows when you're trying to buy/sell matchlocks which they regard as the work of the Devil. That's what I mean by it still being related to trade, but it takes in culture too.

Anyway, interesting idea.

April 8, 2014 at 1:48 PM

Blogger Zak Sabbath said...

I think if a culture is "refusing to move on from longbows" that's not something that ever comes up in my game, and even if it was it'd be an issue of the GM deciding rather than wanting the stats to produce an emergent answer.

I mean: If you're playing some kind of Civilization Simulator, fine. But I'm trying to only deal with issues that I can imagine actually coming up in the game I actually run.

April 8, 2014 at 1:51 PM

Blogger Peter Leban said...

Why doesn't population depend on Con (safety)?

Even if the place has high Str (mil. might) that doesn't necessarily mean they are strong in numbers. Maybe the defenders are a single cohort of golems, for instance.

If the it had a high Dex (trade), the traders could be meeting there and trade (fair), but then leave and return on regular intervals of time? (Trademeet)

HPs would be useful in campaign play, like ACKS' higher-tier play. The more HP a place would have, the more rigid it's established rule. Places would start like Characters, with low HP and then after certain period of time they "level up" like characters do. The nature of the place could be based on their Alignment. Chaos could build dungeons, Neutral could be nature, a basic canvas for all the comedy, Law could be civilizations. Spinning in circles here.. Hm..

But, yeah, ... Well thought and simple, Zak! Keeping it simple seems the most important part at the end.

This will be really good someday.

April 8, 2014 at 4:10 PM

Blogger Peter Leban said...

This is getting awesome. :)

April 8, 2014 at 4:12 PM

Blogger Zak Sabbath said...

"If the it had a high Dex (trade), the traders could be meeting there and trade (fair), but then leave and return on regular intervals of time? (Trademeet)"

I don't know what that means. By "trade" I mean the availability of goods from far lands, not how much the word "trade" appears in a description you wrote.

As for pop depending on Con=safety…that makes no sense so far as I can tell. A populous place could be large and rigid (high con) or a regular city with lots of dangers (low con). We're talking how safe the streets are. High pop could go either way.

As for HPs…see the rest of the discussion here. It is an adjunct to STR as described here. A high STR place would not be ones whose defenses are secure (golems) but one which is expansionist.

The alignment connections you've drawn seem arbitrary and unrelated to things in actual play.

April 8, 2014 at 4:15 PM

Blogger Tallgeese said...

This rating system for cities would work very well out-of-the box for Fate, in particular for with the Fate Freeport Companion, which uses the traditional D&D attributes for characters with a numerical scale from 0 to +4.

April 8, 2014 at 8:45 PM

Blogger Revenant said...

I love this idea.

April 8, 2014 at 9:31 PM

Blogger Unknown said...

Another idea worth stealing. Will probably just go the entire way and call these stats what they are: Military, Trade, etc. - I am not necessarily seeing the connection between these attributes and the stats of the average citizen, but I want the other benefits of such a system.

April 9, 2014 at 1:56 AM

Blogger Zak Sabbath said...

That makes perfect sense--using the Standard Six is just a helpful mnemonic device and a way to see how characters you might run into imply backgrounds and places that you can add to the campaign

April 9, 2014 at 2:00 AM

Blogger Evlyn M said...

Maybe Immryr have stats in parenthesis like Elric for when it dragons are sleeping (and for when they are awake).

April 9, 2014 at 9:52 AM

Blogger Seth said...

I really like this, and it makes a lot of intuitive sense for those of us really accustomed to characters, but less so with building cities.

I think the Charisma score could also measure culture. Not only is the city beautiful, but it attracts artists and poets (perhaps it has a long history of patronage like Florence).

April 11, 2014 at 12:28 PM

Blogger Seth said...

Oh I missed your mentioned of culture until I reread your post. So nothing to add then. Great idea!

April 11, 2014 at 12:35 PM

Blogger Unknown said...

I've been doing this for states and political movements for a couple months now. The ability score mods affect the actual stats of the political movement's leaders, and vice versa - which really helps crystallize the changes that occur after the PC's mount a coup.

April 11, 2014 at 10:19 PM

Blogger Fonkin said...

Cool idea! And now I have use for my old D&D Rogues Gallery that's been sitting around unused for 20 odd years. Thanks!

April 12, 2014 at 10:18 AM

Blogger Unknown said...

Nice, that's going to make it a doddle to track settlement details on index cards. And I can already see how it would make military conflict resolution flow.

April 15, 2014 at 5:10 AM

Blogger Gordon Cooper said...

This is excellent. It reminds me of the Classic Traveller system system for randomly generating worlds, but quicker and more intuitive. I plan to use this.

April 15, 2014 at 8:18 AM

Blogger Gordon Cooper said...

Typo: subtract one "system."

April 15, 2014 at 9:34 AM

Blogger David Schimpff said...

I can maybe see adjudicating this problem by inserting BRP statistics, so instead of a D&D array you could include SIZ as a statistic, then if you really wanted to generate a rough population schematic you could work SIZ+CON, calculating the rough area of the city as well as the safety/security influence.

It's definitely something I'd have to ponder beyond just posting a comment.

I may have to write on this idea to hash it out a bit more.

May 7, 2014 at 10:04 AM

Blogger Blue Tyson said...

Along the lines of the FATE Fractal this sort of idea, so an interesting one...where everything can be a 'character' as such.

May 27, 2014 at 8:18 PM

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