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Engineering Territories 
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Unkbartig
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Joined: Sun Apr 08, 2007 7:00 am
Posts: 956
Location: San Francisco Region
Post Engineering Territories
I wrote this to help myself come up with the things that surround castles and dungeons.

The purpose of this work is to reduce the amount of work required for creating environments for high-level adventurers to conquer as well as to reduce the amount of work for world building. The Castle Keeper should always consider the nature of the campaign, the ambitions of the characters, logic, and imagination when making territories. At most a few territories should be generated in a completely random manner, with the other territories having a number of things pre-determined based on their neighbors.

http://sites.google.com/site/ssfsx17srp ... erritories

Feedback is welcome, and there are sections which are obviously incomplete.

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C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home

Class-less D&D: https://github.com/ssfsx17/skill20


Sun Sep 25, 2011 7:24 am
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Unkbartig
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Joined: Sun Apr 08, 2007 7:00 am
Posts: 956
Location: San Francisco Region
Post Re: Engineering Territories
Thanks to input from a certain guy who used to be in the gemstone business, the page has been updated and is hopefully more complete and useable.

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C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home

Class-less D&D: https://github.com/ssfsx17/skill20


Sun Sep 25, 2011 11:30 pm
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Unkbartig
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Joined: Sun Apr 08, 2007 7:00 am
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Location: San Francisco Region
Post Re: Engineering Territories
Here's a quick example of how to use this system: http://sites.google.com/site/ssfsx17srp ... iver-delta

Feel free to plug that place into your own campaign too!

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C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home

Class-less D&D: https://github.com/ssfsx17/skill20


Mon Sep 26, 2011 7:37 am
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Ungern
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Joined: Wed Dec 15, 2010 8:36 pm
Posts: 82
Location: Vallejo, CA
Post Re: Engineering Territories
Interesting looking stuff, ssfsx17.

That's a lot of awesome-looking tables. :mrgreen:

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** As always, my suggestions/statements/ideas come with the caveats of YMMV and IMO. :D


Wed Sep 28, 2011 8:33 pm
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Ulthal
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Joined: Wed May 27, 2009 7:00 am
Posts: 638
Location: Port Charlotte, FL
Post Re: Engineering Territories
Very cool! I can definitely put that to some use. I've been working on a homebrew world off and on. I have a good chunk of land mapped out and populated, but this would really help once I start to expand outward.

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Wed Sep 28, 2011 8:49 pm
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Unkbartig
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Joined: Sun Apr 08, 2007 7:00 am
Posts: 956
Location: San Francisco Region
Post Re: Engineering Territories
Thank you all for your replies! Feedback about more stuff to put into the tables, or anything that feels clunky, would be especially appreciated.

Test 2, a slightly more civilized place than Test 1: http://sites.google.com/site/ssfsx17srp ... nian-coast

_________________
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home

Class-less D&D: https://github.com/ssfsx17/skill20


Thu Sep 29, 2011 8:19 am
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