Saturday, 8 February 2025

Town Planner - Part II: Designing towns and cities


(White Dwarf #32)

Paul Vernon's 'Town Planner' series continues this time looking at the layout of towns and cities.

What’s it about?

Paul looks asks did the town grow from a village or is the town planned? If planned, it’s likely owned by a noble, church, or merchant group, often near a castle, abbey, or river crossing. Like villages, towns need an economic foundation—trade is their lifeblood. Streets are often named after trades (e.g., Pot Row, Fish Row). Fairs occur outside town up to twice a year, with shops closing for the event - all trade occurs at the fair. Water access is crucial for transport and sustenance, and agriculture surrounds the town. Shops cluster at the center or near gates, while wealthier stone buildings, the guild hall, and the court dominate the heart of town. Religion, town walls, and a castle are common features. 


Cities house admin/govt buildings, palaces, a prison, and a larger military presence. In a D&D world, they might also feature magic colleges, monk and bard trainers, adventurers’ guilds, a mint, libraries, theatres, an arena, or even a zoo—depending on the campaign's flavor. A socio-economic breakdown of a medieval town is provided:

  • 30% poor
  • 30% upper working class (wealth ~50gp)
  • 30% lower middle class (wealth 100–500gp)
  • 7% middle class (wealth 500–2000gp)
  • 3% wealthy (>2000gp)

For a who’s who, start with detailing the government and powerful nobles. Fighters run the military, often with retired adventurers as trainers. Magic colleges have their own staff, temples should note the highest-level priest, and assassins’ guilds exist but require official sanction to be plausible. Thieves’ and Assassins guilds would have “forbidden lists,” and large cities could have multiple competing thieves' guilds. Paul goes into impractical detail with keying the town.


Is this a keeper?

No. The level of minutiae is overwhelming and not gameable. The series is losing me.

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