They want to exchange their loot for money, or they want to exchange their money for useful stuff.
These are not the only possibilities, but they are the prime functions of towns in my games. I want to develop a good system for managing towns which will focus on these two points, and make both of them more interesting, without falling into the trap of burdening myself with an impossible amount of upkeep.
More specifically, I’m concerned with the town of Stockton in my Dungeon Moon campaign setting. Ostensibly, Dungeon Moon is the low-magic result of a high-magic apocalypse, where literally everything is scarce, and the areas outside of town are so dangerous that no one but the PCs dares to step outside at all. In practice, no game rules actually support that idea. So these posts will focus on addressing the specific needs of Stockton. However, I’m hoping to come up with something generally applicable enough that I can use it later without too much modification.
With that in mind, I’ll start by addressing the first function of a town: exchanging loot for gold.
When players succeed in getting their loot back to town, the total value of that loot is added to the town’s economy, and the town gains experience from it as a player would. The town uses the same experience track as the fighter, and “levels up” at every third level. So the town will reach level 2 when 4000sp has been recovered by the party, level 3 when 32,000sp has been recovered, level 4 at 256,000sp, etc. For reference, after 9 sessions of Dungeon Moon, this progression would make Stockton almost level 3, which is ’round about where the players are.
Each time a level is gained, only two things happen. First the referee should roll on a table of “town improvements.” They should roll a number of times equal to the town’s current level. Exactly what this table will include is yet to be determined, but it should be meaningful improvements to the town which will directly affect the second purpose of a town – exchanging money for useful stuff.
Examples of what might be on this table could include:
- A trades person of a random type settles in town. The price of goods associated with their trade drops, and quality improves.
- The town’s vendor saving throw is improved by 1.
- A new type of service person arrives in town, such as a sage or herbalist, and they begin to ply their trade
The second thing which happens when a town levels up is that a new batch of retainers become available. When a town levels up, it is not only a measure of how much wealth has been pumped into the town. It is also a measure of the player’s improving reputation as successful adventurers. As mentioned above, very few people on dungeon moon are willing to leave the towns. But if the players continue to succeed, more people will be willing to follow them.
At the start of play, Stockton has 1d4 – 1 people in it who are willing to hire on as retainers. Each time the town gains a level, 2d8 – [Deaths] people become willing to travel with the PCs. (Deaths include all PC and retainer deaths since the last time the town gained a level).
Another side effect of people being unwilling to leave the safety of Stockton is that there is no trade between it and other towns. The players may, if they choose, clear a path between Stockton and another town. Each time they do this, Stockton begins to trade with the new town, and the players may roll once on the town improvement table. So the players can improve the town in both active, and passive ways, without ever needing to do anything other than adventure.
The best part is that all of this should require very little upkeep from me. After the initial effort of finding / creating some tables to roll on, all I’ve got to do is record the total value of recovered treasure each session (which I do anyway), and make two rolls every 3-5 sessions when the town levels up.
I’m eager to hear some thoughts on this one. Is anyone aware of resources which could help me in this endeavor? Any input on how the above could be improved?