Over the Sea and Far Away
Settlement Rules draft
Each settlement has ability scores comparable to — and associated with — the normal character ability scores.
|Settlement Score||Ability Score||Description|
|Military||Strength||How well the settlement can deal with military and other active threats.|
|Trade||Dexterity||How much commerce is done and how well-connected the settlement is to other entities.|
|Infrastructure||Constitution||How resilient and enduring the settlement is in physical terms; includes actual infrastructure such as roads and aqueducts, and availability of important resources such as food and healing.|
|Craft||Intelligence||How much artifice, creation, and innovation are available in the settlement.|
|Stability||Wisdom||How well-regulated the settlement is, especially in the face of disruption.|
|Social||Charisma||How active and sophisticated social elements of the settlement are.|
Generate these through the normal means: point buy, random roll, whatever. I favor adapting ‘27-25-23′, making it instead ’23-21-19′:
- Roll 3d6, subtract from 23. These are two scores.
- Roll 3d6, subtract from 21. These are two more scores.
- Roll 3d6, subtract from 19. These are two more scores.
- (reroll anything that would result in a score outside 3..18)
- Assign to taste.
I like that all settlements start with some difficulties. These will be overcome as they get larger (see below) and generally aren’t crippling anyway.
|Level||Qualities||Population||GMG size||Low Pop||High Pop|
Like characters, settlements have levels. Small, minor settlements (thorps and hamlets and whatnot) are very low-level, major settlements such as large cities and metropolises are high-level. This affects how good a settlement is at something, and the population.
At levels 4, 8, and every fourth level after that, add 1 point to all six settlement scores.
I’m going to say that a level 2 settlement has a population of about 25 people, and that every two levels the population doubles. Increasing or decreasing by one level multiplies the nominal population by the square root of 2 (about 1.4).
The exact populations aren’t particularly important, so I’m looking at ‘nominal population’ to provide an estimate.
Population and Experience Points
Population of a settlement grows on an exponential scale. Every two levels the population nominally (it’s not likely to be exact) doubles.
A settlement has ‘qualities’ that modify the nature of the settlement. In some cases a quality might provide a modifier to a settlement score (‘defensible’ indicates that the settlement is easier to defend from attack than most, providing a bonus to the Military score). In other cases a quality might indicate a specific resource or other benefit to the settlement.