I'm submitting this for your "users' tips & articles" page, if you think it will be useful to people. TOWN BUILDING TIPS 1. Enlarge your boundaries. If you put one or more sides of your town against a mountain, cave wall, or other impassable terrain, adjust the town boundary on that side out to its maximum extent, so you have more space inside to work with. The preset boundaries are only needed if players will be entering or leaving from that side. If it's a dungeon level accessible only via stairways, do so on all four sides. 2. Give it a reason for existing. With the number of scenarios being produced now, many of the towns are starting to look alike, mainly because they contain only the essential adventurer's facilities: mayor, armor & weapons, trainer, sage, barracks, etc. A great way to set your towns apart is by deciding why it exists in that spot at all. What made people settle down here? Give it a key "industry" and add in appropriate buildings and people. If it's in a mountain region, it could be a mining town, like Blinlock in "Valley of the Dying Things." If it's near plains or swamp, it could be based on agriculture or herb farming, such as Muck in "A Small Rebellion." Another great industry-based town is in "Erika's Legacy," in which Silvar was very effectively renovated as a schlocky tourist trap, complete with a fake (and tacky) vahnatai home, a hair salon, and a gift shop with "snowglobes." 3. Give it a mood. Decide how the townspeople are being affected by local events (i.e., the events of the scenario), and work their feelings about it into the dialogue and descriptive messages. If the town is under seige, are they worried? confident? leaving in droves? Are they happy with what the authorities are doing these days? Are they welcoming of strangers, or are they a little bit paranoid? Perhaps there is some special celebration, festival, or period of mourning going on right now. Remember that in real life people like to talk about themselves and give opinions; make your townspeople do the same. 4. Add happenings unrelated to the party's goals. This may seem like a tedious distraction from writing the important scenario elements, but it adds a lot to the experience. Put in among the townspeople some gossip, relationships, or intrigues that have nothing to do with the scenario objectives. The mayor is fooling around with the innkeeper's wife. This barmaid has a crush on that soldier. Someone has been going around stealing people's pants. These things give a strong sense that life is still going on here whether the party wanders through or not. All these things take time and creative thinking to write into your scenario, but can transform your cities and towns from mere stopovers for training and selling stuff to realistic places that are as fun to explore as the hostile dungeons. --Scott mountaineer@loop.com This sentence no verb.