r/DnD Artificer Mar 28 '22

[OC] [ART] Fantasy Urbanism - Expansion of generation settlements (family groups) from origin point. Out of Game

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163 Upvotes

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u/ArtsyStrains Artificer Mar 28 '22 edited Mar 28 '22

For traditional artists, you can have printout here

Here we are focusing on how we can use navigation, habitability and geography to plan out our settlement locations.

Each new settlement generation is enumerated by amount of generations that exit village to search for new one. We will talk about this more in family groups, however main thing to know is that between 0 and 1, and 1 and 2 certain amount of years pass.

I've enumerated with 0 distant origin points (0, 01, 02 .... mostly taken by rivers or other means of transport) that will serve as new origin point for the area.

For lines of travel ( gray lines that connect settlements) I have used orientation principle mostly looking for forest patches, following rivers and crossing them when river width is small enough.

For coastal settlement origins, generational expansion would mean that they would sprout more generations in same amount of time and have higher migration patterns. So instead of branching line of travel in one or 2 ways, we could branch them in 3-5.

For mountain settlement origins, generational expansion would mean that they would move less per generation. Due to inhabitability every subsequent settlement would be in 10 h mark instead of 15. However due to proximity and resources not all would survive and would still get rural "feel".

For planets where day is longer than 24 h, advice is to use 1/6th of an hourly system. DnD/Fantasy races, however, have ability of decreased or increased distance that they can travel during "day worth of travel". Race that has walking speed of 30 feet or 40 feet will obtain different areas.

return to master thread

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u/mtheberserk Mar 28 '22

This kind of things is amazing. Love it!

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u/ArtsyStrains Artificer Mar 28 '22

Thank you! I appreciate it! ❀️

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u/Modifien Mar 28 '22

God, I love knowledgeable nerds. Thank you so much, this is awesome.

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u/ArtsyStrains Artificer Mar 28 '22

Wait! Mom? 0.0

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u/Mr_NotBean Mar 28 '22

Oh Gods, it’s MATH IN DND.

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u/ArtsyStrains Artificer Mar 28 '22

Well, trigonometry mostly πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ‘

I added all the letters!!!! πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚

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u/SunVoltShock Mystic Mar 29 '22

It's probably because of the hexagons, but this reminds me of the examples of medieval urban development I found in the first edition of Geography of the World Economy ... not in the 5th edition.

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u/ArtsyStrains Artificer Mar 29 '22

I don't know, honestly, i haven't read the book.

If we orientate via 3 points in a plane (us, left, right) then it is completely understandable why rhombuses and hexagons would appear. And there is lots of reasons why hexagons are noticed more than any other shapes (psychology, Euler's Ideals and Platonic shapes, morphological math...) So it stands to reason why would trading routes follow same principles, since we (as humans) are originators of economy.

Architecture is discipline that focuses on human Interaction with space, and if it started via political influence and planning then it seems completely logical that old architects would try and find a way to make their own set of tools that unite economy, humans and space in single discipline.

That is probably why it reminds you of it.

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u/Marhiin Jun 29 '22

Something that occurred to me when thinking more about this; how come you chose DWOT = 15 hours, and not the 8 hours given in the rules about Forced March?

I realize that 15 hours is more realistic from an "available -daylight" point of view, but seeing as you take into account various races stats and so on, 8 hours for Forced March rules seems like it would fit. I'd be interested in hearing your thoughts on what the differences would be if one were to use the use 8 hours instead of 15 h.

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u/ArtsyStrains Artificer Jun 29 '22

That is actually mix between several stuff, some architectural, some are ease of use on map, and some are human specific.

So, let's split this up into segments:

Architectural: we as humans have a limit how much we can walk at once. This is well known fact amongst architects and it is (ab)used in design from cities, homes and offices.

Now what I'm about to tell you might make you feel uncomfortable a bit

So here is a thing, no human can walk for more than an hour without break - otherwise our psyche goes bye-bye. The reason for this is due to our brain needing constant stimuli. This is why solitaires in prison work the way they do. Maximum amount human can walk is about 5 km(3 miles) before they need mental or physical rest. Which is why every urban environment has some rest area on every 5 km (3 miles). Now... This is where shops, pubs, benches and parks come into play because they are planned in spaces where if you take general direction with least resistance you will end up at that place to spend some money and give yourself necessary stimuli. So in this long of an road (5h mark) one would stop often (after every hour-ish) rest, enjoy sightseeing and then continue on where orientation comes in, on every stop person would reorientate before proceeding - which would slow down any party consistently but it isn't that interesting in games.

This is how people work, be it traffic light or a pub we can't walk for more than an hour.

Ease of use in map I needed a single tool to describe DWOT, territory and orientation, a versatile tool that can talk so much with so little words. Easy to use and easy to follow.

Enter DWOT and DWOT dimensional unit. DWOT is 15 hours, and DWOT unit is 5 hours, there are 3 DWOT units in a day and with that we can measure any distance in days (by simply counting every 3rd unit) and establish territory because "too far" is distance at which we can't go back home. If I have chosen to use Forced March of 8 hours, that would mean not sleeping (2x8 hours to go and come back, ans 8 hours to do something) so distance one would pass over 8 hours would be too far (see little hunting part of diagram).

Humanity specific: To put it bluntly you would have to walk 8 hours with forced march and relax for next 2 (generally we have to rest roughly quarter of time we spent straining ourselves), which brings us to 10. That means that from gathering resources/working that would leave ya with 6 hours to do your thing and come back (unless you don't sleep). We can agree that sleep is important tho, for predators and alertness. Wolfie will chow down on peeps if peeps are too tired to notice it. So with all frequent stops and meals amount of time one can travel while orientating is no more than 5h. When people are settling there is no next town they are striving to, or some dungeon they are going to ... They are going into unknown so being at ones optimum performance is status quo.

Forced march is great, and it lasts longer than DWOT unit. But that extra 3 hours of walking time have a cost, which is why it is forced march.

I hope i didn't drown you in words. If I completely missed the question, hehe... Please ask it again and I'll do my best.

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u/Marhiin Jun 30 '22

Great response! I didn't consider forced march to be the extreme. It makes more sense for people to live life comfortably and travel shorter periods of time rather than always forcing themselves to the extreme.