Quick Reference (or, TL;DR)
The purpose of this post is to provide a quick reference sheet to allow immediate (or perhaps on the fly) indication of service providers in base towns and procedural generation of NPCs to fill those service provider roles. To provide that quick reference, when generating an NPC: roll a fistful of dice - 1d4, 1d6, 1d8, 1d%, and 1d20 - combine the results on the following grid, and enjoy your new NPC.For a more comprehensive review of the motives, rationale, and explanation for the table results, read on into Districts & Downtowns below.
Public domain artwork respectfully pilfered from the National Gallery of Art on or around April 5, 2020. Attributions in alt text.
Verify Common Adventurer Services per Town Population
Blacksmith: 1 per 1,200 | Inn: 1 per 1,200 | Leveled Healer: 1 per 3,600 |
Wood Worker: 1 per 400 | Tavern: 1 per 1,200 | Porter or Laborer: 1 per 400 |
Leather Worker: 1 per 400 | Merchant: 1 per 1,200 | Fletcher: 1 per 1,200 |
Generate an NPC!
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1d% on your preferred name table. | |||||||||||||||||||||||||||||||||||||||||||||
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Districts & Downtowns
Without cities, settlements, and bases of operation, adventuring becomes quite the short endeavor, lacking places to recover, re-train, and spend your hard-earned gold! Depending on your setting, you'll likely have several settlements - but any game generally speaking has to have at least one: the keep to your borderlands.Trying to figure out how many buildings there should be, figuring out how many of a given service type should be available, deciding demographics - all of these activities factor into the generation of the town: and all of these activities take time and thought. If you are like me - you like to make towns unique, to make the NPC population memorable: something that draws out the town-creation process and postpones play.
Better, then, that a town should have a mechanism to procedurally generate its occupants the same way that dungeons have procedural mechanisms to populate them. Better then to have a set of rulings that define the population, its demographics, the services available to them in an organic way: producing a unique cast from which an emergent environment can be embellished.
Provided here are the mechanisms I use.
Procedural Generation of the Township
Town Population
Towns spring up because people gather together to exchange goods and services. For that reason, the population of the town should be used as a vague guide on the availability of services. Conventional wisdom gives the following guidance on town populations based on a size descriptor:Town Size | Population Range |
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Village | 1,000 or fewer |
Town | 1,001 to 5,000 |
City | 5,001 to 15,000 |
Metropolis | 15,001 or more |
The population of the town is up to you - although I have a system that I use for that, too, said system is outside the intended scope of this article.
Service Availability
Service Probability
Services in town - including weaponsmithing, food and drink, lodging, etc. - and their availability are based on the population of the town in question: as more people means more economic activity, and thus more demand for them.
Each service, or good provider, has a service probability threshold.
The service probability threshold is the number of people typically required to sustain one instance of the given business.
The service probability threshold is the number of people typically required to sustain one instance of the given business.
For each service that the player characters might utilize, divide the total population of the town by the service probability threshold of the service in question.
- Any whole integer represents a single option.
- Then, roll 1d% - if the result is equal to or less than the remaining decimal (rounded to the nearest hundredth), another option has sprung up.
What Should my Service Probability Be?
For the purposes of simplicity, common services the PCs might be interested in can be grouped into several key categories: Village services, Town services, City services, and Metropolis services.- A Village service is a relatively common need that requires some degree of specialization to successfully produce. Thus, home-industrialists will only rarely fill these roles and a specialist who can produce it will frequently be found in most villages.
- A Town service provides for a need that is still relatively common, but may be more easily reproduced by home-industrialists or rely on a higher throughput of customers to sustain it: thus, it is unlikely to find one in country villages, but fairly common among towns at crossroads or along highly traveled routes.
- A City service is thus a service that is likely to be found in cities, but not smaller communities.
- A Metropolis service, lastly, is a service that is likely to be found only in the largest communities.
Service Level | Service Probability | Non-Exhaustive Examples |
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Village | 400 | barber, clergy, clothier, healer, leatherworker, porter |
Town | 1,200 | blacksmith, inn, lawyer, physician, tavern |
City | 3,600 | engineer, jeweler, locksmith, sage, winery |
Metropolis | 10,800 | bookseller, magic shoppe |
External Resource Shout Out
There was an absolutely fabulous world-building resource I had bookmarked ages ago that broke this down based on an actual census of Paris in the middle ages. These numbers were used to genereate the service level probability categories - but the original resource had broken it down much more so, based off of profession - giving a specific number for bakers, for shoe-makers, for illuminators...After a couple days of on and off searching, I am unable to find the original resource. There are a dozen programs that appear to randomly generate kingdom data using the information from said resource - and I have written down in a Word doc from 2010 the relevant formulae - but I do not have the URL handy. If you know the site I'm talking about and have it bookmarked, please send it my way. Would be doing the world a service to provide one more link to it!
2020-05-23: Update!
The following PDF was linked to me, as hosted on Donjon:
Medieval Demographics Made Easy by John Ross
It is not the original web site I remember - as the site I recall, when randomizing population, used d8s rather than d4s - but it does contain all the same information I appear to have pilfered for my Excel sheet in 2010! As I said, the world has been done a service - if you are interested in a more deep dive into medieval demographics, specifically a guide for determining Service Probability, the linked PDF is a goldmine of information and appears to the source material for most of the automatic kingdom generators I've found.
The following PDF was linked to me, as hosted on Donjon:
It is not the original web site I remember - as the site I recall, when randomizing population, used d8s rather than d4s - but it does contain all the same information I appear to have pilfered for my Excel sheet in 2010! As I said, the world has been done a service - if you are interested in a more deep dive into medieval demographics, specifically a guide for determining Service Probability, the linked PDF is a goldmine of information and appears to the source material for most of the automatic kingdom generators I've found.
NPC Generator
For each service provided, at least one service provider should be generated. Consider, also, supporting staff based on throughput - for example, a blacksmith in a town where there is a significant mercenary population is likely to have an apprentice or journeyman assistant. A good guide for this is the percentile roll:
If the town has a 22% chance of having another service provider, but does not have another service provider, it is more likely - perhaps 22% likely - that the service provider has an assistant to keep up with the volume.
Additionally, some services have naturally more staff. Our aforementioned blacksmith can manage their own business - but a tavern master, or an inn keeper, would need support staff: bar staff, cleaning staff, kitchen staff, etc. In terms of how much staff - again, the percentile roll can serve as a guide based on how much business tends to move through the establishment versus how much moves through the competition.
Once the number of necessary NPCs has been determined and their roles preassigned, specifics regarding the so-far blank characters can be rolled.
1. Race
Roll 1d8 and consult the provided table to determine race. The primary races in my home setting, the Caanish Archipelago, are Humans, Dwarves, Elves, and Halflings. Halflings are more common than other demihumans, commonly residing side-by-side in Human settlements. For your setting - or for settlements not primarily Human in demographic - adjust the table accordingly |
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2. Sex
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Roll 1d6 and consult the provided table to determine sex. In the Human regions of Caan, men are overrepresented as adventurers and in trades - if your NPC is filling a role, however, that is more dominated by women, invert the result. Conversely, if you don't want gender disparity in your setting, roll odds/evens instead. |
3. Name
Roll 1d% and consult the appropriate name table to determine a character's name.4. Level (and Age)
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Roll 1d12 and consult the provided table to determine the number of hit dice, by level, the NPC has. Most characters will be normal men (or women) - but the occasional classed character should reflect their profession: what did they do to earn those levels - and why did they retire? |
For Age, consider the 1d12 roll relative to the range.
- If the roll is on the lower end of the range, such as a 7 for a Level 1 NPC or a 2 for a "Normal Man" - consider that this NPC may be younger than typical for someone in their role.
- If the roll is on the upper end of the range, such as an 11 for a Level 2 NPC or a 5 for a "Normal Man" - consider that this NPC may be older than typical for someone in their role.
5. Class
If the character has levels, roll 1d4 and consult the provided table to determine the in which class. For race-as-class NPCs, either skip this step and treat them as their racial class or roll anyway, treating "Fighting Man" as their racial class, but treating a Thief or M-U result as a background: indicating they are outliers from their typical kindred. |
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For these outliers - why are they here? What motivated their exodus to the borderlands - and why, based on their history, would they be in their current role?
6. Persona or Flair
Roll 1d20 any number of times you see fit and consult the provided table to generate a physical characteristic or personality quirk to set the NPC apart.
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Truthfully, this step is largely optional. By the time you have determined all of the above, often times, something likely to fill this gap will have emerged already, making additional elements simply clutter. To that end, if - by this point - the character and their relationship to the surrounding community is well defined in your head, go with what's in your head; alternatively, if they still feel flat, roll and roll with it until you're comfortable that the NPC is sufficiently organic.
Also - the table above is optional. I almost didn't include the table I like to use, as there are so many blogs and resources out there with NPC traits tables. Use this one - if you like it; use a different one - if you like that one better; or write your own.
I'm always on the lookout for town generation procedures, something I felt the original rules tended to gloss over. This is perfect! I especially love tying in demographics with mechanics, it really makes a backwater thorp feel distinct from a bustling town.
ReplyDeleteThank you! I'm glad to be useful!
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