Off the Path: City Construction, Part 4: Polyhedral Process

In discussing city wards in my last post, I said that each ward could have up to three qualities. This was partly to keep the total number of qualities in a multi-ward settlement to reasonable levels, but also to prepare for this step: applying the polyhedral process (introduced in Polyhedral …

Off the Path: City Construction, Part 3: Wards

So far, the city construction process has really only covered fairly homogeneous settlements. You might describe a bustling port as having lots of commerce (high Trade score and the Mercantile property) but highly-transient population that can get pretty rowdy (low Stability score). This isn’t a lot of detail, but until …

Off the Path: City Construction, Part 2: Qualities

In my last post I talked about the basics of city construction. Settlements have settlement scores analogous to characters’ ability scores, though applied to different purpose; levels analogous to character levels, that influence the size and resources available; population analogous to experience points (which will come into play more in …

Off the Path: City Construction, Part 1: Basics

Deviating from plan (I’d said my next post would be about building a ‘local pantheon’ of small gods), I decided to write instead about alternate rules for developing a city or other settlement. It expands somewhat on the Polyhedral Pantheons Adaptations I wrote about a while ago. Settlement Basics Before diving …

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