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Originally posted here. Under each heading, pick something. Once you have one of each category, if you decide the settlement isn't messed up enough, double up on one of the categories by adding an additional element. Keep adding elements in this fashion until the settlement is as crazy as you want it to be. You can also add additional settlements if you want to make a regional conflict or a conspiracy involving more than one settlement. PICK A SETTLEMENT
IN THE PAST
IN THE PRESENT (YOUR MISSION)
IN THE FUTURE
When you pick elements from these lists, you should flesh them out immediately before picking the next one, because the details of various ones should flow together. Settlements are small and deeply interconnected. If a unrest is fermenting, for example, that means local leaders are either incompetent (another problem), willfully ignoring the problem, or co-conspirators in rebellion. Once you have enough elements to create a dynamic, hazardous environment for the patrol to be walking into, go through these elements and figure out who the core characters and obstacles are that patrol mice are likely to interact with. Name each one and either decide which mouse/animal template you're going to use for each one or, in the case of weather or other obstacles, set the Ob number you think it's likely to be. The Ob numbers can still be adjusted on the fly during the game, based on how the situation evolves and what the players do, but it's good to spend time now thinking about what a good Ob is, so you don't have to make one up on the fly without any time to think. When making NP Cs, remember that's is a good idea to make sure at least two of them are closely connected to the patrol, either personally or through their parents, senior artisan, mentor, friend, enemy, or contacts. Then you assign the patrol their mission and go! |