Towns & Settlements
Use settlements as active systems, not static rest stops. This page puts town-turn procedures and service pressure first.
At-a-Glance
- Start with Minimal Setting Spine and Town Turns.
- Keep scarcity visible via Settlement Service Volatility and Scarcity Pulse Loop.
- Run social economy through Patronage, Favor, and Obligation Economy.
- Make downtime matter using Downtime Consequences and Complications.
- Attach logistics with Infrastructure Economy and Maintenance Failure Loop.
Play Mode Routes
Solo Route
- Keep one recurring contact and one recurring scarcity pressure.
- Resolve town business in compact turns, then return to field play.
- Let debts and favors steer next-session objectives.
Duet Route
- Build settlement scenes around personal ties and reputation shifts.
- Keep service availability dynamic to force hard choices.
- Use one social complication per town turn for momentum.
Table Route (Party)
- Split settlement opportunities by role so everyone has leverage.
- Track group-level obligations and visible civic consequences.
- Use rotating downtime spotlight to prevent decision bottlenecks.
Player Quick Rules (Settlement Play)
- Enter town with one spending priority and one relationship priority.
- Convert loot to utility fast; idle wealth invites pressure.
- Take favors with explicit repayment terms.
- Leave with one new contact, one rumor, and one unresolved problem.
Referee Procedure Loop (Town Turn)
- Advance service availability and scarcity state.
- Resolve patron offers, favors, and obligations.
- Trigger one infrastructure or governance strain.
- Apply downtime actions and consequences.
- Surface one social opportunity and one hard cost.
- Push one thread outward into wilderness or dungeon play.
Sci-Fantasy Settlement Event Table (d8)
| d8 | Event |
|---|---|
| 1 | Water processors fail in one district for 48 hours. |
| 2 | Night market opens with illegal relic appraisals. |
| 3 | Civic AI flags forged identity papers in circulation. |
| 4 | Faction-backed preacher calls for anti-cyber purges. |
| 5 | Dock strike blocks caravan and air-skiff departures. |
| 6 | Arena debts are sold as bounty contracts. |
| 7 | Mayor offers tax amnesty for emergency militia service. |
| 8 | Hidden clinic requests rare bio-components for treatment. |
One-Click Deep Dives
Town Turns and Services
- Minimal Setting Spine and Town Turns
- Settlement Service Volatility and Scarcity Pulse Loop
- D100 Carousing
Infrastructure and Trade Networks
- Infrastructure Economy and Maintenance Failure Loop
- Waypoint Network Infrastructure Play
- Cities Without Number SRD
Contacts and Leadership
Urban Generation
Advanced/Edge Cases
- In solo play, rotate through three repeating town states: shortage, crackdown, and festival.