Tuesday, March 19, 2019

Encounters: Events


Few games even try to create variety in the random encounters tables, something I think is essential in a sandbox. The world changes and responds to events and so should encounter tables. That's what Events are. Events are happenings momentous enough to cause at least some of the encounters tables to change, at least temporarily. Other things might change as well depending upon the event. Each event should list how the event is triggered and what changes occur.

Predictable Events
Some events are entirely predictable. The kind of things announced by criers and gossips that even foreigners will be well aware the event is coming up. These are events good folks might look forward to and bad folks might try to disrupt. Some examples:
  • Royal Wedding - Huge influx of folks into the settlement where the wedding will be held in the days prior. All crowd numbers tripled. Activities on the Guards sub-table will be vigilant.
  • Weekly Market - Encounters in most districts are treated as if nighttime except in and around the market. Crowd numbers in the market are tripled.
  • Winter Solstice Festival - Chaos cult activity spikes as the idiots try to end the world, again. New sub-tables are filled with folks looking for missing friends/animals, and kidnapping.
  • Spring Equinox Festival - Lusty celebration of life with food and dancing and courting and the inevitable rivalries. New sub-tables for the duration, tables are now full of fights, duals, and romantic encounters.
Random Events
Some events appear randomly (as far as players are concerned). They might even be initiated by character actions. The GM should decide which and when ahead of time and foreshadow the event as appropriate. Some examples:
  • Peasant Uprising - Crowd tables would provide higher numbers, most results on the main encounters table would be Special Encounter and the Special Encounter table would be fun of raging hordes looting buildings, surrounding others trying to entice hiding nobles to come out and face the mob.
  • Brutal Snowstorm - During day time the Night time crowd and Encounters tables are used to show how everyone stays inside. Nobody is out at night at least no crowd table is used. Cold rules apply to anyone that goes outside.
  • Noble Birth - Tax holiday leads to merry-making. All crowd numbers doubled. Prices (if you can find a store that is open) might be deeply discounted. Rebels might become more active.
  • Fire - Fire burns up a building or block or copse of trees and it is moving quickly. Smoke and asphixiation rules apply to anyone near to the fire. Fire damage rules apply as well. No natural animal encounters will occur for 24 hours as the animals have mostly fled.
  • Alarm, Guards called out - The Intruder Alarm gong is ringing and the security patrols and general alertness of anything in the area will be increased. This sort of thing works nicely in a dungeon type scenario. Any type of encounters will be guards, in larger numbers, and they will be aware.
  • Gang War - Two bands of thieves are fighting a secretive war. Bodies are turning up everywhere. Normal crime is down, crowd size is half normal, and the guard stick to the better parts of town hoping the thieves kill each other off.
  • Trade Fleet in Town - Drunken merry-making. All crowd numbers doubled. All new Sub-tables include lots of drunken fights.
So that's what an Event is. At some point I'll write up a series of Events to round out the various encounters tables I've already created.

Monday, March 18, 2019

Encounters: Town, City, Big City

Encounters are handled slightly differently in a Town, City, or Big City then they are in a Village or Thorpe. We still roll for crowd size but we roll on the street level.

Each time characters enter a new street or Square/Plaza, or wait too long the GM should roll for crowd size and Encounters again.

Admin Ward
Table 1: Admin Ward crowd size
TimeSquare/PlazaMainSide street 
Day
1d10
1d6
1d4
Night
1d4
--
--

Table 2: Admin Ward Encounters
DayNight/Alley
Encounter
01-05
--
Crier (news/edict/etc)
06-10
01-05
Foreigner/Barbarian
11-15
05-20
Guard (see urban soldier table)
16-20
--
Laborer/etc. (see urban peasant/townsman table)
21-25
--
Merchant (see merchant/crafter table)
26-30
--
Noble/Personage (see urban noble table)
31-40
--
Official (see urban noble table)
41-50
--
Priest/Priestess (see Cleric/Priest Table)
--
21-30
Ratter (see urban peasant/townsman table)
51-60
--
Servant/Cook/etc (see urban peasant/townsman table)
61-65
31-35
Soldiers (see Urban Soldier table)
66-70 
--
Scribe/Scholar (see urban peasant/townsman table)
--
36-40
Street Cleaner (see urban peasant/townsman table)
71-95 
41-50
Special Encounter
96-00 
51-00
Nothing Special


Castle Ward
 Table 3: Castle Ward crowd size
TimeMainSide street
Day
1d6
1d3
Night
--
--

Table 4: Castle Ward Encounters
DayNight/Alley
Encounter
01-05
01-05
Animals (chickens/goats)
06-10
06-10
Animals (dogs/rats)
--
11-20
Corpse (roll again to see who)
11-12
--
Craftsman (see urban peasant/townsman table)
13-15
--
Crier (news/edict/etc)
--
21-30
Drunk/Drunks (roll again to see who)
16
31-35
Foreigner/Barbarian
17-20
36-40
Guard (see urban soldier table)
21-22
--
Laborer/etc. (see urban peasant/townsman table)
23-24
--
Merchant (see merchant/crafter table)
25-40
41-50
Noble/Personage (see urban noble table)
41-50
51
Official (see urban noble table)
51-52
52
Priest/Priestess (see Cleric/Priest Table)
--
53-57
Ratter (see urban peasant/townsman table)
53-55
--
Servant/Cook/etc (see urban peasant/townsman table)
56-60
58-60
Soldiers (see Urban Soldier table)
61-62
--
Scribe/Scholar (see urban peasant/townsman table)
63-64
--
Teamster (see urban peasant/townsman table)
65
--
Wizard (see Urban Esoteric table)
66-71
61-70
Special Encounter
72-00
71-00
Nothing Special

City/Town Walls
Table 5: City/Town Walls crowd size
Time Main
Day
1d6
Night
--

Table 6: City/Town Walls Encounters
DayNight/Alley
Encounter
01-50
01-30
Corpse (roll again to see who)
51-55
31
Noble/Personage (see urban noble table)
56-57
--
Official (see urban noble table)
--
32
Ratter (see urban peasant/townsman table)
58-60
--
Servant/Cook/etc (see urban peasant/townsman table)
61-70
33-40
Soldiers (see Urban Soldier table)
--
41
Street Cleaner (see urban peasant/townsman table)
71-80
42-50
Special Encounter
81-00
51-00
Nothing Special

Crafters Ward
Table 7: Crafters Ward crowd size
TimeMainSide street 
Day1d61d4
Night1d2
--


Table 8: Crafters Ward Encounters
Day Night/Alley
Encounter
01-05
01-02
Animals (chickens/goats)
06-10
03-10
Animals (dogs/rats)
11-12
11-15
Beggar/Cripple/etc (see urban undesirables table)
13-20
16
Craftsman (see urban peasant/townsman table)
--
17-18
Drunk/Drunks (roll again to see who)
21-25
19-25
Guard (see urban soldier table)
26-27
--
Laborer/etc. (see urban peasant/townsman table)
28-29
26
Merchant (see merchant/crafter table)
30-31
--
Noble/Personage (see urban noble table)
32-33
--
Official (see urban noble table)
34
--
Peddler (see merchant/crafter table)
35-37
--
Priest/Priestess (see Cleric/Priest Table)
--
27-29
Ratter (see urban peasant/townsman table)
38-39
--
Servant/Cook/etc (see urban peasant/townsman table)
40
30
Soldiers (see Urban Soldier table)
41-42
31
Scribe/Scholar (see urban peasant/townsman table)
--
32-34
Street Cleaner (see urban peasant/townsman table)
43-44
--
Teamster (see urban peasant/townsman table)
45-50
35
Urchins/Children (see urban peasant/townsman table)
51
--
Wizard (see Urban Esoteric table)
52-60
36-40
Special Encounter
61-00
41-00
Nothing Special

Dockyards
Table 9: Dockyards crowd size
TimeWharface/Plaza Main Side street
Day
1d20
1d12
1d6
Night
1d6
1d6
--


Table 10: Dockyard Encounters
Day Night/Alley
Encounter
01-05
01-03
Animals (dogs/rats)
06-10
04-05
Beggar/Cripple/etc (see urban undesirables table)
--
06-08
Corpse (roll again to see who)
11-12
09-18
Criminal (see urban undesirables table)
--
19-25
Drunk/Drunks (roll again to see who)
13-20
26-30
Fisherman/monger (see urban peasant/townsman table)
21-30
31-35
Foreigner/Barbarian
31-35
36-37
Guard (see urban soldier table)
36-55
38-41
Merchant (see merchant/crafter table)
56-60
--
Noble/Personage (see urban noble table)
61-62
--
Servant/Cook/etc (see urban peasant/townsman table)
63-64
--
Soldiers (see Urban Soldier table)
65-75
42-43
Teamster (see urban peasant/townsman table)
76-80
44-45
Urchins/Children (see urban peasant/townsman table)
81-95
46-55
Special Encounter
96-00
56-00
Nothing Special

Foreign/Ethnic Ward
Table 11: Foreign/Ethinic crowd size
TimeMain Side street
Day
1d10
1d4
Night
1d4
--


Table 12: Foreign/Ethnic Ward Encounters
Day Night/Alley
Encounter
01-05
01-05
Animals (chickens/goats)
06-10
06-10
Animals (dogs/rats)
11-12
11-12
Beggar/Cripple/etc (see urban undesirables table)
--
13
Corpse (roll again to see who)
--
14
Criminal (see urban undesirables table)
13-20
15-25
Foreigner/Barbarian
21-25
26
Guard (see urban soldier table)
26-30
27-30
Laborer/etc. (see urban peasant/townsman table)
31-40
31-32
Merchant (see merchant/crafter table)
41-42
--
Noble/Personage (see urban noble table)
43-44
--
Peddler (see merchant/crafter table)
45-50
--
Priest/Priestess (see Cleric/Priest Table)
--
33-38
Ratter (see urban peasant/townsman table)
51-55
--
Soldiers (see Urban Soldier table)
56-58
--
Scribe/Scholar (see urban peasant/townsman table)
--
39-41
Street Cleaner (see urban peasant/townsman table)
59-62
--
Teamster (see urban peasant/townsman table)
63-65
41-45
Urchins/Children (see urban peasant/townsman table)
66-69
--
Wizard (see Urban Esoteric table)
70-80
46-50
Special Encounter
81-00
51-00
Nothing Special

Merchant Ward
Table 13: Merchant Ward crowd size
TimeSquare/Plaza Main Side street
Day
1d20
1d12
1d4
Night
1d4
--
--


Table 14: Merchant Ward Encounters
Day Night/Alley
Encounter
01-02
01-05
Animals (chickens/goats)
03-04
06-10
Animals (dogs/rats)
05
--
Craftsman (see urban peasant/townsman table)
06-08
--
Crier (news/edict/etc)
09
11
Drunk/Drunks (roll again to see who)
10
12
Foreigner/Barbarian
11-15
13-20
Guard (see urban soldier table)
16-20
--
Laborer/etc. (see urban peasant/townsman table)
21-40
--
Merchant (see merchant/crafter table)
41-45
--
Noble/Personage (see urban noble table)
46-50
--
Official (see urban noble table)
51-55
--
Priest/Priestess (see Cleric/Priest Table)
--
21-25
Ratter (see urban peasant/townsman table)
56-60
--
Servant/Cook/etc (see urban peasant/townsman table)
61-65
26-27
Soldiers (see Urban Soldier table)
66-70
--
Scribe/Scholar (see urban peasant/townsman table)
--
28-30
Street Cleaner (see urban peasant/townsman table)
71-75
--
Teamster (see urban peasant/townsman table)
76
--
Wizard (see Urban Esoteric table)
77-90
31-41
Special Encounter
91-00
41-00
Nothing Special

Outside the walls
Table 15: Outside the Walls crowd size
TimeNear Gate Main Side street
Day
1d6
1d4
1d3
Night
1d3
--
--


Table 16: Outside the Wall Encounters
DayNight/Alley
Encounter
01-05
01-10
Criminal (see urban undesirables table)
06-10
11-20
Drunk/Drunks (roll again to see who)
11-12
21-25
Criminal (see urban undesirables table)
--
26-27
Craftsman (see urban peasant/townsman table)
13-14
--
Farmer/etc (see urban peasant/townsman table)
15
28
Fisherman/monger (see urban peasant/townsman table)
--
29
Foreigner/Barbarian
16-20
--
Guard (see urban soldier table)
21-30
--
Laborer/etc. (see urban peasant/townsman table)
31-35
--
Merchant (see merchant/crafter table)
36
30-35
Guard (see urban soldier table)
37-38
--
Hunter/Trapper/etc (see urban peasant/townsman table)
39-40
--
Laborer/etc. (see urban peasant/townsman table)
41-42
--
Merchant (see merchant/crafter table)
43-44
--
Noble/Personage (see urban noble table)
45-46
--
Peddler (see merchant/crafter table)
47-48
--
Priest/Priestess (see Cleric/Priest Table)
49-50
--
Soldiers (see Urban Soldier table)
51-52
--
Teamster (see urban peasant/townsman table)
53-54
36
Urchins/Children (see urban peasant/townsman table)
55-65
37-40
Special Encounter
66-00
41-00
Nothing Special

Peasant Town
 Table 17: Peasant Town crowd size
TimeMain Side street
Day 1d12 1d6
Night 1d3 --

Use the Village Encounters table and associated subtables for Peasant Town.

Poor Ward
Table 18: Poor Ward crowd size
TimeMain Side street
Day 1d12 1d6
Night 1d2 --

Table 19: Poor Ward Encounters
DayNight/Alley
Encounter
01-05 
01-05
Animals (chickens/goats)
06-10 
06-10
Animals (dogs/rats)
11-12 
11-15
Beggar/Cripple/etc (see urban undesirables table)
13-20
16-20
Craftsman (see urban peasant/townsman table)
21-22 
21-40
Criminal (see urban undesirables table)
-- 
41-50
Drunk/Drunks (roll again to see who)
23-27 
51-55
Fisherman/monger (see urban peasant/townsman table)
28-29 
56-59
Foreigner/Barbarian
30-40 
60-61
Laborer/etc. (see urban peasant/townsman table)
41-42
62-63
Servant/Cook/etc (see urban peasant/townsman table)
--  
64-65
Soldiers (see Urban Soldier table)
43-44 
66-67
Teamster (see urban peasant/townsman table)
45-50  
68-69
Urchins/Children (see urban peasant/townsman table)
51-60  
70-79
Special Encounter
61-00  
80-00
Nothing Special

Temple Ward
Table 20: Temple Ward crowd size
TimeMainSide street 
Day
1d6
--
Night
--
--

Table 21: Temple Ward Encounters
DayNight/Alley
Encounter
01-10
--
Crier (news/edict/etc)
11-15 
01-02
Foreigner/Barbarian
16-20 
03-10
Guard (see urban soldier table)
21-25 
11-12
Noble/Personage (see urban noble table)
26-30 
13
Official (see urban noble table)
31-50 
14-25
Priest/Priestess (see Cleric/Priest Table)
--
26-30
Ratter (see urban peasant/townsman table)
51-55
31-33
Soldiers (see Urban Soldier table)
56-60
--
Scribe/Scholar (see urban peasant/townsman table)
--  
34-39
Street Cleaner (see urban peasant/townsman table)
61-70  
40-50
Special Encounter
71-00  
51-00
Nothing Special

Wealthy Ward
Table 22: Wealthy Ward crowd size
TimeNear Gate MainSide street 
Day
1d6
1d6
--
Night
--
--
--

Table 23: Wealthy Ward Encounters
DayNight/Alley
Encounter
01-02
--
Animals (dogs/rats)
03-07 
--
Crier (news/edict/etc)
08-15
01-10
Guard (see urban soldier table)
16-25 
--
Merchant (see merchant/crafter table)
26-35
11-12
Noble/Personage (see urban noble table)
36-40 
13-14
Official (see urban noble table)
41-50 
15-16
Priest/Priestess (see Cleric/Priest Table)
-- 
17-25
Ratter (see urban peasant/townsman table)
51-55
26-27
Servant/Cook/etc (see urban peasant/townsman table)
56-60 
--
Scribe/Scholar (see urban peasant/townsman table)
-- 
28-35
Street Cleaner (see urban peasant/townsman table)
61  
36
Wizard (see Urban Esoteric table)
62-70  
37-49
Special Encounter
71-00  
48-00
Nothing Special

And the subtables...

Table 24: Urban Noble Table
1d6
Encounter
01
Noble with Large entourage
02-03
Rowdy Noble, seeking trouble
04
Large entourage, Noble not present
05
Small entourage, Noble not present
06
In disguise (roll on Urban Encounter table again)

Table 25: Urban Peasant/Townsman Table
1d6
Encounter
01
Avoiding eye contact
02
Looking for a fight
03-05
On the job (cleaning, moving goods, etc)
06
Appears to be following

Table 26: Urban Cleric/Priest Table
1d6
Encounter
01-02
High ranking Holy Person with 2d6 entourage
03
Holy Person stopping a street fight (or trying)
04
Seeking alms or donations for salvation
05
Lecturing
06
Arresting someone for Witchcraft

Table 27: Urban Esoteric Table
1d6
Encounter
01
Wizard with 1d6 entourage
02
Apprentice shopping for herbs and such
03
Apprentice wasted on Pipe weed
04
Two Wizards engaged in a rising conflict
05-06
Wizard n disguise (roll again to determine the disguise)

Table 28: Urban Merchant/Crafter Table
1d6
Encounter
01-03
1d4 merchant/crafters guiding a wagon/cart
04-05
1d4 merchant/crafters unloading a wagon/cart
06
Two merchant/crafters arguing about their business

Table 29: Urban Soldier Table
1d6
Encounter
01-02
1d4 Guard arresting someone
03
Drunken, off duty, and getting into a fight
04
Two soldiers in a duel
05-06
1d6 Guards on patrol (or standing and watching)

Table 30: Urban Undesirables Table
1d6
Encounter
01-02
One nimble thief racing through crowd (roll again to determine who is chasing them)
03
1d3 Pickpockets working crowd
04
1d4 burglers(?) visible on roof
05-06
Thugs roughing up someone (roll again to determine who)

Table 31: Urban Special Table
1d6
Encounter
01
Fire, a building is on fire a bucket chain is trying to put it out while others chop down neighboring structures.
02
Protection racket, 1d3 thieves are smashing up a shop
03
A powerful lord and entourage of 2d10 rides through town, riding over anyone in the way
04
Shenanigans, human waste was intentionally dumped from an upper story onto passersby on the road below.
05
Sickness, gastro-intestinal illness is everywhere and militia is preventing anyone from entering the district.
06
Crackdown, the Sheriff and enforcers are tearing apart one of the hovels looking for something.


Friday, March 15, 2019

Best of the Web: Teaching Game Mastery, Factions, & Video Bits

Teaching Game Mastery
Many have tried. Gary Gygax barely tried, mostly limiting himself to don't Monty Haul and don't buy non-TSR products during the big D&D boom. Then when he was kicked out of TSR and they were fighting legal battles to keep him producing other games he came up with a game mastery book or two, but nobody really talks about those books.

Every Game Master is different, every group of players is different. There are literally tons of variables that can screw up any lessons.

There are books and blogposts dedicated to explaining how to game master. I read and mostly enjoy them all. People learn in different ways (and as noisms mentions different topics demand different learning tactics). I don't think all those things I've read have really helped my GM skills at the table. I absorb the good ideas about designing adventures and campaigns and all that stuff that happens before everyone settles down to play, but once the dice are rolling I sort of run on intuition.

Of course some lessons sink in and become part of the nebulous intuition so bless the folks for trying.

Factions in the dungeon
Ran across a bit on the Sorcery & Super Science! blog called Everyone's Got an Angle in Arden Vul. Basically it has a chart showing the relationships between various dungeon groups. Factions and exploiting their conflicts have been a thing since B2. The concept is vital to any larger dungeon to move beyond simply hack and slash so this really isn't anything new but the table might be nice in a module overview of the dwellers.

Video Bits
There are a handful of Youtube channels I watch regularly (depends on the topic). They tend to be less about gaming and more about the medieval weapons and armor. A few are a bit goofy but interesting and knowledgable enough they are worth giving a chance.
Blog Roll
  • Akratic Wizardry - One of the few blogs that discusses OpenQuest, Mythras and RuneQuest.
  • Bat in the attic - Home of the series How to create a fantasy sandbox which is must read material.
  • Monsters and Manuals - The creator of Yoon-Suin, a setting I'm not sure I'll ever use but that is overflowing with creativity (and thus spurs idea after idea when I read it). I also must mention the graphic design is slick. Too many games are ugly because they overdo, or simply ignore, the graphic design aspect of their product.

Thursday, March 14, 2019

Creating a Town, City, or Big City



Table 1: Settlement Size
Settlement
Families
Notes
Thorpe
Fewer than 20
Administered by a nearby Village
Village
20-1,000
Temple, maybe an Inn/Tavern, definitely a pub
Town
1,000-8,000
Temples, Inns/Taverns. Usually fortified above 2,000
City
8,000-12,000
Fortified. All building types are possible
Big City
12,000+
Fortified, may have equal to a town outside the fortifications

Typically a small town will be a Market Town or the seat of a Duke or Earl. Towns of this size are generally within an 8 hour walk of each other, ensuring that no villages in between are further than 4 hour walk from one market town or the other.

A city is definitely a Market Town. It might be the seat of a Duke or Earl or a Free City run by Merchants. A big City tends to be a really old city. Cities are generally within a 3 day walk of each other. Big cities tend to be one per Kingdom.

Table 2: Government
1d20
Settlements
01
No one (anarchy)
02-14
Autocrat (Baron, or Earl)
15-18
Council (Guilds or Town Council)
19
Overlord (Conqueror or appointee of)
20
Secret Syndicate (roll again for who appears in charge)

Wards
Towns and Cities are divided into wards. This makes creating the place easier as different ward combinations ensure towns that feel different. Each ward will have different building types and encounters tables. Table 3 shows the different Ward combinations and Table 4 provides some interesting additional districts that depend upon the settlement (upon a river or ocean, monotheism or polytheism) so it seemed best to separate them from the more random tables.

Table 3: Wards
Town
City
Big City
Wards
01-05
--
--
High Town, Peasant Town
06-10
--
--
Crafters Ward, Peasant Town
11-15
--
--
Crafters Ward, Poor Ward
16-20
--
--
Merchant Ward, Poor Ward
--
19-20
01-15
Admin Ward, Crafters Ward, Merchant Ward, Poor Ward, Wealthy District, 
--
--
16-20
Admin Ward, Crafters Ward, Merchant Ward, Poor Ward, Peasant Town, Wealthy District, 

We've included numbers on Table 4 because we're suckers for tables but the GM should select these wards depending upon the Town's location. 

Table 4: Supplemental Wards
1d20
Supplemental Wards
01-19
Castle Ward
20-30
City Walls
31-49
Dockyards
50-69
Foreign/Ethnic Ward
70-89
Outside the walls
90-00
Temple Ward

The economic base indicates what is done locally and sold/traded in the town markets. The GM should roll once on Table 5 per Ward. That is not to say that a ward has anything to do with the economic base, bu the wards are a rough thumbnail of size. The GM is encouraged to cheat if they know what is grown/sold in the region already. 

Table 5: Economic Base
1d100
Base
01-10
Barley and oats farming
11-15
Nuts and olives farming
16-29
Wheat or cereal grain farming
30-34
Cotton farming
35-39
Fruit orchards
40-45
Cabbages and beets farming
46-49
Hardwood lumber
50-55
Cattle 
56-59
Fish
60-79
Sheep or goats
80-82
Iron or copper mining
83-84
Gold or silver mining
85-86
Clay or granite mining
87-88
Quartz or salt mining
89-90
Peat or coal mining
91-00
Trade

Admin Ward
Free Cities, that is cities without a castle or lord, build administrative districts for public proclamations, government meetings, and public punishment (gibbets and stocks).

Table 6: Buildings, Admin Ward
Square/Plaza
Main
Sidestreet
Buildings
01-04
01-04
01-03
Arena/Theater
05-06
05
--
Public House
07
06
--
Fortress
08
07-08
04-08
Manor/Palace

Castle District
Castles are usually built to defend a settlement or to keep it under control. 

Table 7: Buildings, Castle Ward 
1d20
Building
01
Motte & Bailey
02
Tower-house
03-04
Keep
05-06
Keep with outer walls
07-08
Concentric Castle

City/Town Walls
Not really a Ward but city walls do deserve some attention on their own to determine the type and the folks that might linger about or the inns that might cluster near city gates to provide stabling and room & board for folks visiting the settlement. Some towns allow buildings to be built right up against the walls, others keep a buffer between the walls and nearby buildings for security sake. Strangers are generally not allowed to walk on top of the walls and nobody except guards are allowed free access to the gatehouses. Typically if any road in a settlement is paved with cobblestones it will be the ones that pass through the city gates.

Table 8: Buildings, Walls
Entrance
Walls
Buildings
01-05
--
Gatehouse
06
--
No gate
07-08
--
Inn
--
01-04
Stone Walls with tower
--
05
Wooden Walls with wooden towers
--
06
Earthen Berm/Moat
--
07-08
Walls and moat or Concentric walls

Crafters Ward
As a settlement grows the crafters often group together and build guild houses to represent their needs to the local government. Crafter townhouses typically double as living space and workspace so the district itself serves the purpose of a market in settlements without an actual market. Leatherworkers and butchers are often segregated from the crafters Ward, usually on bridges whenever possible, so they can dump their waste into a river whenever possible. Beyond those two businesses the Crafters ward is pretty average sanitation wise and will rarely have cobblestones except upon the main road.

Table 9: Buildings, Crafters Ward
Main
Sidestreet
Buildings
01-03
--
Crafters Guild Hall
04-05
01-02
Crafter work/home
--
03-05
Residence, poor
06-07
06
Townhomes
08
07-08
Public House

Dockyards
Any settlement on a river or sea is likely to have dockyards to enable larger ships to dock and load and unload cargo. Such areas tend to develop businesses dedicated to sailors (taverns and public houses) and maritime trade (Warehouses, Fish markets, etc). Typically night soil and garbage will be dumped into the harbor. Roads may have cobblestone. Docks will be wood or stone depending upon the wealth of the city. Privately hired guards are typically used to defend people and property in the dockyards, these private soldiers rarely care to get involved beyond their specific orders which has helped encourage criminal gangs who infest the dockyards.

Table 10: Buildings, Dockyards
Wharfage/Plaza
Main
Sidestreet
Buildings
01-02
01-04
--
Fishmarket
03
05-06
--
Mariners Guild Hall
04
--
01-03
Public House
05
07
--
Tavern
06-08
08
04-08
Warehouse

Foreign/Ethnic Enclave
A foreign/Ethnic enclave is a settlement within a larger settlement. The character of the foreign enclave depends upon the foreign/ethnic group. The Portuguese enclaves in Macao and Nagasaki were very different than the Jewish enclaves in York and Venice and all would be different from a High Elf Enclave anywhere.

Table 11: Buildings, Foreign/Ethnic
Main
Sidestreet
Buildings
--
01-04
Residence, poor
--
05-06
Ruined building (roll again to determine kind)
01-04
07
Tavern
05-08
08
Townhomes

High Town
At some point as a town grows the wealthy move into proximity to each other. Often this is on the higher ground (thus the name) but not always. High Town may have cobblestones on the streets and the market.

Table 12: Buildings, High Town
Square/Plaza
Main
Sidestreet
Buildings
--
01-02
01-05
Crafter work/home
--
03-06
06-08
Townhomes
01-03
--
--
Market
04-05
--
--
All Guild Hall
--
07-08
--
Tavern
06-07
--
--
Temple
08
--
--
Inn

Merchant's Ward
A Merchants Ward is full of wealthy homes, warehouses, and a large market. Night soil will be taken away, rats captured, streets cleaned and there are usually a horde of private guards to keep the place safe. The Merchants Ward will have cobblestones on the streets and the market.  

Table 13: Buildings, Merchant Ward
Square/Plaza
Main
Sidestreet
Buildings
01-02
--
--
Guild Hall
03-04
--
--
Market
05-07
--
--
Merchants Guild Hall
08
01-04
--
Merchant Trading House
--
05-06
01-02
Tavern
--
07-08
--
Wealthy Home
--
--
03-08
Warehouse

Outside the Walls
Small settlements often grow up outside the gates of larger settlements to take advantage of the safety provided by a cities walls and to cater to the needs of those that are unable/unwilling to go into the city for some reason. Eventually if the Outside the walls becomes big enough the city may build a wall to protect the area as well. Any streets or roads in the outside the walls will be packed earth. 

Table 14: Buildings, Outside the Walls
Near Gate
Main
Buildings
01
01-03
Cemetery
02
04-07
Commons
03-07
--
Inn
--
08
Necropolis
08
--
Ruined building (roll again to determine kind)

Peasant Town
Peasant town is the informal name for a part of a town that is very similar to a village with the same peasant hovels. Each home in a Peasant town typically has a garden plot/field behind them to grow supplemental food and raise livestock (even in an urban setting). Because of this Peasant towns are smelly and noisy. When the settlement grows and enough owners replace the garden plot/field with buildings to rent out the Peasant town will become a Poor Ward.

Table 15: Buildings, Peasant Town
Main
Buildings
01-07
Residence, Peasant
08
Public House

Poor Ward
A Poor Ward is similar to a peasant town except the small gardens fields for each plot have been replaced by buildings rented out to urban workers. This makes the area far more crowded and creates a warren of alleys and back areas. The low tax values of the area and general disdain for lower classes by those that run settlement tend to make the area worse with little or no sanitation removal or attempts by guard to keep the peace. Poor Wards will have dirt main roads with side streets in alleys covered in a layer of mud and dung.

Table 16: Buildings, Poor Ward
Main
Sidestreet
Buildings
01-02
--
Gambling Hall
03
01
Public House
04
02-05
Residence, poor
05
06
Ruined building (roll again to determine kind)
06-07
--
Tavern
08
07-08
Thieves Guild (roll again to determine host building)

Temple Ward
A Temple Ward will not be found in a monotheistic culture. In such cultures the temples will be spread around the settlement to better serve the populace. Most temples will be surrounded by walled gardens and the district itself is often walled off with a guarded gate to keep the riff-raff out at night. Night soil is taken away, rats are removed, and there is usually someone to clean up any kind of mess. The temple ward will have cobblestones on the streets and the square.

Table 17: Buildings, Temple Ward
Square/Plaza
Main
Sidestreet
Buildings
01-03
--
--
Great Temple
04
--
--
Park
08
01-05
--
Temple
--
06-08
01-08
Wealthy home

Wealthy Ward
Once a city becomes large enough (and typically after a fire clears out some housing) the wealthy folks start to segregate themselves into districts for sanitation, and security reasons. Night soil will be taken away, rats captured, streets cleaned and there is usually guards (city or private) to keep the place safe. The wealthy district will have cobblestones on the streets and the square.

Table 18: Buildings, Wealthy Ward
Square/Plaza
Main
Sidestreet
Buildings
01-02
--
--
Greenway/Park
03
01
--
Library
04-05
02
--
Theater
06
03
--
University
07-08
04-08
01-08
Residence, Wealthy

Oh, and don't forget to name things such as taverns and inns. If you run out of name ideas you can use something like the tavern name generator.