27 March, 2015

Defining the "Other Strangeness" world

I've been thinking of something more than just the characters in this game, it's collaborative storytelling, so it makes sense to spread the load when it comes to making the environment at the start of the campaign.

I'm just spit alling at the moment, but here's my initial thoughts in this regard.

Every player gives a wide overview definition of 2 regions of the city

They get a total of 25 points to divide between these two regions, the points may be spent on the following categories.
Safety 0-4 (0: Dangerous, 1: Unsafe, 2: Patrolled, 3: Relatively Safe, 4: Very Safe)
Infrastructure 0-4 (0: Ruins, 1: Minimal, 2: Poor, 3: Adequate, 4: Good)
Building Density 0-4 (0: Sparse, 1: Low, 2: Medium, 3: High, 4: Skyscrapers)
Industry 0-4 (0: None, 1: Low, 2: Medium, 3: High, 4: Industrialised)
Commerce 0-4 (0: None, 1: Low, 2: Medium, 3: High, 4: Business District)
Residential 0-4 (0: None, 1: Low, 2: Medium, 3: High, 4: Condominiums)
  [NOTE: Industry + Commerce + Residential <= Building Density + 2]

Special Features - first one free, then 1pt each (with requirements)
Waterfront (no requirements)
Landmark (2+ safety, 1+ building density, 1+ commerce, 0-2 industry)
Zoo (2+ safety, 1-3 commerce, 0-2 industry, 1-3 infrastructure)
Power Substation (2+ industry, 2+ infrastructure)
Sewers (2+ infrastructure, 1+ building density)
Subway (3+ infrastructure, 2+ building density)
Train (2+ infrastructure, 0-2 building density)
Motorway (2+ infrastructure, 
Small Parks (1+ safety, 0-3 building density)
Open Parkland (1+ safety, 0-2 building density)
Sporting Arena (1+ safety, 1-3 commerce, 1-3 residential)
Shopping Complex (2+ safety, 2+ commerce, 2+ residential
Warehouses (1+ safety, 1-2 building density, 2+ industry)
Abandoned Warehouses (0-2 safety, 0-3 building density, 0-2 industry, 0-2 commerce, 0-2 residential)
Farmland (0-1 building density, 1 industry, 0-1 commerce, 0-1 residential)
Military Base (3+ safety, 1-3 building density, 1-3 industry)
Cathedral/Temple/Mosque (2+ safety, 2+ building density, 2+ residential)
Airport (2+ safety, 1-2 building density, 1-3 industry, 1-2 commerce)
Hospital (2+ safety, 1-2 residential)
School (2+ residential)
University (1+ safety, 2+ building density, 2+ residential, 1+ commerce)
Ghetto (0-2 safety, 2+ building density, 2+ residential)
Police Station (3+ safety, 2+ building density, 1+ residential)
Courthouse (3+ safety, 2+ building density, 1+ residential, 1+ commerce)
Docks (Waterfront, 1-3 building density, 2+ industry, 0-3 safety)
Art Gallery / Museum (School or University, 3+ safety, 2+ building density)
Cemetery (0-2 building density)
No organised crime (2+ safety)
Irregular power (0-1 infrastructure, 0-2 industry) (zero cost)
Bad Part of Town (0-2 safety) (zero cost)

Each region is made up of a hex (some groups might use 2 or 3 adjacent hexes). The highest point region is placed first, additional regions are placed adjacent to this in descending order of value until all regions have been placed. 

Regions may be controlled by single groups (including corporations, police or gangs) (1-3 safety), contested by multiple groups (0-2 safety), or may be free (2-4 safety). Each player may create a single group and place them in one of the city's regions (as long as that region doesn't have the "no organised crime" trait). As long as the safety is 2 or less, multiple gangs can be allocated to the same region.

Then we'd look at some quick way to generate gangs or power structures that make sense in those regions. 

Needs more work, but for those players who like to detail their allies or spend time really getting into the development of the setting through their character background, this might help them do that. It might end up being abandoned, but the idea is out there now.
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