City Building

by Richter

Back to Common Grounds.

Richter2009-03-25 21:28:32
I'm looking for someone with experience in builing cities in MUDs, be it mortal or admin. I understand that building depends on the person, their style, and what the purpose of the city is, but some general pointers in layout would be welcome. I'm back, in part at least, and I've got about 130 rooms to make do with, and I actually intend on doing something meaningful with them.

Since I have every manse artifact but bombard, I have about half of a real city to play with; I even have an NPC or two.

If anyone wants to correspond or chat, I'm available via PM or email/MSN at themidnightace -at- live -dot- com. I'd be interested in covering overall design, aesthetics, theme, placement of special areas, ease of access (people were getting lost in my basic, diamond shaped map), etcetera. I'm hoping to take suggestions and incorporate some personal ideas.

Thank you!
Vhaas2009-03-25 21:32:54
One key thing that has been mentioned before- a single, convenient meeting place. Make it a towne square, tavern, forum, or whatever, but fit into the design in such a way that visitors and citizens going about their business are channeled in its direction. Essential for an active MUD sub-community.

Unknown2009-03-25 21:35:22
Richter!

ohmy.gif
Simimi2009-03-25 22:07:25
Are you mixing up Deepnight?
Saran2009-03-26 02:12:22
A list is required

100 things every medieval town must have

Blacksmith
Town Hall
Inn
Tavern
Temple (Healing, Prayer)
Armory
Weapon smith
General Merchant
Farmer's Market
Magic Shop
Mages Guild (Arcane Academy)
Warriors Guild (House of Pain)
Thieves Guild (World Traders)
Priest Guild (Administrative Temple)
Farms
Central Square / Park / Fountain
Jeweler
Provisioner (camping food items)
Merchant (camping gear)
Residence
School / College
Sage
Cemetery
Docks
Warehouse
Cobbler (shoe maker)
Bank
Arena (for community events)
Tailor
Brewery
Vineyard
Noble houses
Keep / Castle
Stables
Cooper (Barrel maker)
Tinker (small items / clocks)
Alchemist
Apothecary (drug store)
Silver Smith
Gold Smith
Scribe
Carpenter
Mason
City Guard
Wainwright (wagons and carts)
Shipwright (ships / boats)
Boyer (Bow and crossbows)
Fletcher (Arrows)
Potter (Ceramic items)
Baker
Butcher
Furrier (furs)
Confectionary
Gem Cutter
Money Lender
Money Changer
Teamster
Lawyer / Attorney (personal assistant)
Book Binder
Library
Grocer (general produce)
Fish monger (sells fish)
Town Crier
Cartographer (Map making)
Rope Maker
Undertaker
Glass blower
Glass cutter
Pewter smith
Coppersmith
Chimney sweep
Fire watch
Brick layer (common laborer)
Architect
Playwright
Sculptor
Painter
Prostitutes
Gambling Hall / Den
Drug Den
Leather Worker
Animal Trainer
Shepard
Rancher
Weaver
Miller
Wood Carver
Fisherman
Wood cutter
Hunter / Huntsmen / Gamekeeper
Friar
Monastery
Herbalist
Miner's (Gold, copper, silver , salt)
Sailors (Navigators, River, Sea, Oarsmen)
Barber
Pawn broker
Laundry
Tanner (animal hides cured to leather)
Glover (person who makes gloves)
Shaddus2009-03-26 03:36:21
QUOTE (Saran @ Mar 25 2009, 09:12 PM) <{POST_SNAPBACK}>
Friar
Monastery

Don't these go together?
Vhaas2009-03-26 04:23:32
You know, the D&D Dungeon Master's Manual (ver. 4) lists a very concise list of services. A lot of it would be functionally compatible with Lusternia too.
Saran2009-03-26 04:49:30
QUOTE (Shaddus Mes'ard @ Mar 26 2009, 02:36 PM) <{POST_SNAPBACK}>
Don't these go together?


maybe it's to ensure a difference between the monks/priests of the monastery and a unique friar? Like the requirement for a sage?