Designing a Quality Town By Drakefyre Towns. Every scenario has to have at least one of these. Most likely, almost everyone has an unfinished, 50-town 'masterpiece' somewhere on their hard-drive, begging to be cut down and simplified into a releasable scenario. Overestimating your ability to create towns and underestimating the amount of work they require are two mistakes commonly made by newer scenario designers. This is especially pertinent with the Blades of Avernum Editor's terrain system. Towns take time. A lot of time. In Blades of Exile, it was possible to slap together a well-designed town in an hour or two, and spend another hour or two writing dialogue for it. Well, no more. In Blades of Avernum, it's not uncommon to spend around six hours just designing and tweaking a 48x48 town, and writing dialogue can add another three to four hours if you do it right. That's around ten hours spent on a single town. Fifty friendly towns, each full of personalities, will make anyone go crazy - it would take more than 20 days, non-stop, to write those towns. That's why this article is here. I aim to help you cut down on the number of towns in your scenarios and refine the ones that are left. The easiest way to do this is with a series of questions that should be answered for every town, along with some helpful tips that I've picked up along the way. Really, the first thing to do is decide whether a town you've planned is necessary. What is its purpose? Does it do anything to advance the plot or add atmosphere to the scenario, or is it to provide a break from dungeons and give shops? Towns with the latter purpose will only hinder the completion of your scenario. Think about the scenario with and without the town - if it would run pretty much the same way, definitely consider removing the town. The first order of business when creating new towns is choosing a size. 32x32 will suffice for most forts, small towns, temples, smaller dungeons, and so on. A 48x48 town is generally large enough for anything you're trying to do. A 64x64 town in Blades of Avernum is a lot bigger than one from Blades of Exile. A town that size should only be used on something that is truly massive and you're sure that you can't fit in a 48x48 town. When creating your town, you want to think about the region in which it's being set. What's the environment like? How far from the largest cities is it? How do people here make a living? How strong is the presence of authority? All of these things should be reflected in the making of the town. You won't have a mining town in the middle of a forest, but you may have a logging town. In the mountains, it would generally be a mining town. Have mines, miners, ore storage, people that sell mining supplies, and maybe even a miner's union. It will help you set the mood of the town and help you get a better idea of what goes on in the town. If the town is far away from other cities and has few authority figures, is crime rampant? Or is it a peaceful backwater village that doesn't merit much attention? Do people feel resentful towards a faraway government that they never see? An easy way to get a handle on the sentiments of the people in a town is to place yourself in their shoes and see what kind of reactions you would have if you were a firebrand, a simple trader, a priest, et cetera. The town should also have some connection to the plot - having towns for the sake of towns is just asking for trouble. Without a plot connection, it's hard to be motivated to complete a town. Maybe the town of Greenleaf is nearby an evil mage's lair and magical fringe effects have caused two-headed calves to be born. Do they know he's there? Or are they clueless? In real life, events like these caused the town to start branding people as witches. Does this happen in your town? In any case, they would not stand idly by. The main plot usually has an effect on every town, and thusly on the characters that populate it. Any events that happen affect people, and they should talk about it in their dialogue. Everyone has an opinion on things, and most people aren't shy about sharing it. The more depth you add to a character's dialogue, the better the player will identify with them and the scenario as a whole. On the subject of dialogue, it should be full and fleshed out. Almsot everyone should talk to the party - even if it's just a simple 'I'm busy right now' message. People are more than just shopkeepers or soldiers or priests. They're fathers, daughters, neighbors, et cetera. They have hobbies, relationships, sons away at war, and so on. Bringing that out in dialogue is a lot easier in smaller scenarios, but it should happen to some degree in all scenarios. People like the king have more to worry about than just the party and their mission. Also, town design should be logical. There are generally paths in a town that lead through it, sections with houses for the town's inhabitants (it's unbelievable how many scenarios ignore/leave out these), and some easy-to-reach figure of authority. The mayor's office is not going to be in the back corner of a town behind forty houses with no sign and no paths. Generally, there is not a lot of empty space around town, and if there is, it's usually spread out by leaving more space between buildings. That being said, towns should not be (and are not) designed in perfect symmetry. To add realism, most designers make towns a little messy. Not every building came up at the same time - there were some when the town was first formed, and the rest came up into open space at a later time. If you have that mindset when designing towns, your towns will generally seem a little more realistic than the 'planned community' that's extraordinarily neat, with a lot of buildings the same size and in neat little rows. With Blades of Avernum, we're given more tools that should be taken advantage of. Not everything in a town is the same height or even on level ground. Using hills in some capacity makes a town look better, and so does adding signs around buildings (even if it's not the terrain and a custom state instead). Towns should be built to engage the player and advance the plot, not merely be a break from dungeon crawling. A good town can do much more to advance the plot than a dungeon can. Character interactions will draw the player in, and making a town consistent with its surroundings will set a mood for the town and give it a natural environment. And above all, remember that towns take time.