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Anonymous /vst/2076392#2100150
7/22/2025, 10:23:04 AM
>>2099543
>>2099556
The problem is that there's still needs to be an agreed order of some kind to inform the setting, like the notables in a town should be notables of SOMETHING, not just multipurpose bosses who are all vaguely criminal-inclined. There needs to be a good explanation as to who these guys are and why they are in every town, which isn't really hard to do. They could be members of a town COUNCIL, including the owners of shops and land in the town, or just the richest ones, that way we know they have pull and they can represent the bottom-up dynamic of power and their interactions with the lords(which should be present as well). The Feudal structure wasn't strictly present everywhere but there was a tendency towards incorporation. Guilds were a big one but not the only one, collegia survived from the Roman times, religious orders and societies were a rough equivalent for non-tradesmen, and the actual feudal systems of serfdoms carried with them a hefty administrative body in the medieval manor itself.


I don't think it should be autistically applied into the game but anything that addresses the disconnect between the notables as quest-giving NPCs and the world around them would be a huge improvement for immersion. I think doing something like giving every notable one of a series of titles and making towns have mini-clans inside that stand for a gamut of interest groups that -produce- notables would be a good way to do it.