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Role

Bringing Roleplaying back to Roleplaying Games.

Levels of Community

return to Game Mechanics

One way to categorize communities, but not an entirely correct way is by number of inhabitants. This is a count of player operated characters and NPC’s.

Friendship (1-1)

There are degrees here. People you have positive social actions with gradually become your friends

Patronage (1-1)

Patronage is the relationship between a Patron and a Proprieter. While the relationship between Patron and Proprieter exists, the Patron has access to the Proprieters offered services directly, and the Proprieter has Access to the Patrons payment (some kind of stat offset generally).

Party (1-7)

A very temporary grouping of people, this relationship should be drawn automatically when possible.

Camp (1-20)

When a party accumulates enough XP in an area it can evolve into a camp. Camps provide buildable space and can be a foci for crafters and traders as well as adventurers to come and expand the camp and keep the fight going.

Camp productivity is based on XP / unit of time for the area, as the camp grows larger, so does the area’s potential productivity.

Raid (20-150)

Fellowship (5-9)

A longer term, formalized agreement between multiple parties. Fellowship is a way of level jumping to high friendship status with a group of 5-9 people. A fellowship must be given some overarching objective and if a member of the fellowship doesn’t return to the meeting point in a week or more, they are considered to have fallen on the journey and may not rejoin.

Village (10-20)

A township is the first form of a true long-term physical manifestation of community. Villages must be contained in the same zone and require the following basic conditions to work:

The leader of a village must sign off on construction within his own territory and those who live within his domain contribute to his overall wealth and status.

Township (20-100)

A township must have facility to support a much larger number of people. Townships may still only consist of multiple zones, though their range of influence is much greater than the largest of villages. A township is not considered livable without the following:

City (100-500+)

A city meets the needs of a township but is not yet qualified as a Metropolis, to have a city:

Metropolis (100-500+)

A metropolis must have everything and the people to back it. Metropolis may be contained within multiple zones. In order to qualify as a metropolis, the city must have:

Embedded Communities

There are also communities that exist embedded within another community.

Embassy

Cities or larger are able to create embassies in other areas. Having an embassy enables commercial transport to come and go from that location.

Guild hall

Guild Halls can be established in any size community. Having resident guilds grant the city with guild specialty specific bonuses.