The Towninator
The Towninator
Introduction
Welcome to the Towninator! This is a tool to quickly generate vivid and buzzing towns,
cities, and even metropolises. All with the storytelling and player experience in focus.
With this tool you can focus your Game Master Powers on what's important, Storytelling and
having fun around the table.
This tool is made for a tabletop RPG set in a fantasy medieval setting.
A quick note, this isn't meant to be a world building tool so something has deliberately been
left out.
The Towninator will allow you as a game master to keep track of all your towns in your
setting/world. And it will furthermore allow you to note down how the towns are developing
and how your players have influenced them through your play sessions.
We start by rolling one six-sided dice(D6) and refer the rolled number to the table under Roll.
Write Hamlet next to the “Size” keyword on your towninator sheet. Decide how many people
live in your town, refer to the Inhabitants column to see how many are able to live in the town
and choose a number that does not exceed the inhabitant number.
The next step is to look at what Category Dice that are available. Since we have rolled a
hamlet-sized town we receive 9 four-sided dice (D4) and 2 six-sided dice (D6) with a
modifier (+2).
Roll Size Category Inhabitants Age
(D6) Dice
Roll: When you roll a D6 this is the number you will refer to get the town size
Dice: The dice you are able to roll for the category score
Categories
Let's continue with our hamlet example.
Now we have to roll all of our dice and write down a number in each of the hamlet's category
boxes.
These are aligned left on the page, placed in the grey box.
There’s no limit on how high a category score can be. Which means your players can help
the city grow to unlimited heights!
The category number is a way for you as a GM to quickly glance at and get a feel on how
this town is. a 1 in a category is REALLY bad. meaning that this aspect of the town is maybe
more an idea in the town than it has an actual physical representation.
A 30 is closing in on something that is REALLY noble and “god-like”
Development
Development points give the players a unique possibility to interact with the town.
Development is the 3 circles you see on top of each category.
When you roll for development take a D4 and roll for each category.
Eg. going from 1 to 2. This will give that town more benefits, maybe upgrading your town's
taverns or getting a shitty smithy.
If you roll a 4 on a d4 you will add 1 to the category number and not fill in any development
points.
eg
If you have a “4” in a category and you roll a d4 - 4. This makes your category score 5
This is a way to keep track of how that specific category in your town is developing.
Each time your players do something to benefit a specific category you'll fill in a dot in the
development track.
Having 3 circles ticked in development and getting the 4th will develop to the next level.
Terrain modifier
The terrain modifier will have an effect on one or more categories in your town. You will be
able to pick or roll the Main terrain feature and look up its modifier. And distribute the points
to your liking into multiple categories or just slaughter one of them.
After you have rolled the main terrain feature you have the option to roll for the secondary
terrain feature; this is optional. The Secondary Terrain Feature will only have an effect on the
development points in 1 category.
4 Grassland 0 1 Plains +1
2 Hills +1
3 Wetlands -1
4 Scorched -2
6 Hill(s) +1 1 River +2
2 River Delta +3
3 Small Forest +1
4 Rocky fields -1
7 Islands +2 1 Forest +1
2 Archipelago 0
3 Crater Formation -1
4 Single Island 0
8 Jungle -1 1 Hills +1
2 Mangrove -2
3 Rivers +2
4 Dense Jungle -1
10 Mountain -1 1 Icefields -1
2 Glacier -1
3 Summit 0
4 Caves +1
11 Ocean -2 1 Islands +1
2 big island +1
3 Rocky island 0
4 Cliffs -1
12 Plain 0 1 Barren -2
2 Lush +2
3 Forest +2
4 High plains +1
13 Plateau 0 1 Potrero +1
2 Chapada 0
3 Butte 0
4 Tuya -1
17 Sea -1 1 Archipelago +1
2 Crater islands +2
3 Island 0
4 Barrier island -1
18 Swamp +1 1 Forest +1
2 Marsh -2
3 lakes +1
4 River +1
19 Tundra -3 1 Steppes -1
2 Mountains +1
3 Cliffs -1
4 Rivers +2
20 Valley +3 1 Hills +1
2 Mountain +1
3 Lake +2
4 Cliffs -1
Buildings
Each category has 5 standard buildings connected to them and each building acts as a
representation of what it is.
If you have put a 1 next to a tavern does not mean that there is only one tavern but that the
taverns in this town reach at max 1 on the lifestyle scale, which is poor.
If you have a town with “5 tavern” now at least 1 of the taverns in this town are of the Noble
quality.
Building Points
After you have rolled categories you will be able to place points into building types next to
the category boxes. Each building may at maximum have 5 points which defines the quality
of the building type.
Quality scale
- Forlorn
1 Poor
2 Simple
3 Fair
4 Good
5 Excellent
City specialty
You can either pick or roll your city’s Specialty. This is where you want this town to have its
focus whether it’ll be Mercantile, Military, Culture etc.
Each specialty will have a unique influence on each category and even some buildings might
be affected.
D6 Specialty
1 Agricultural
2 Cultural
3 Education
4 Industrial
5 Mercantile
6 Militaristic
1 Agricultural
Pick 1 of the 3 and add +1 to that category:
● Culture
● Health
● Wealth
* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step
2 Cultural
Pick 1 of the 4 and add +1 to that category:
● Culture
● Education
● Recreation
● Worship
* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step
3 Education
Pick 1 of the 5 and add +1 to that category:
● Culture
● Health
● Order
● Production
● Education
* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step
4 Industrial
Pick 1 of the 3 and add +1 to that category:
● Production
● Wealth
● Trade
* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step
5 Mercantile
Pick 1 of the 3 and add +1 to that category:
● Recreation
● Trade
● Wealth
* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step
6 Militaristic
Pick 1 of the 3 and add +1 to that category:
● Order
● Military
● Worship
* Important: if you reached a level that allows you to add more buildings, do this before
proceeding with the next step
Add +1 to 2 of the following buildings:
● Barracks
● Stables
● Pillar
● Castle
● Prison
● Sanctuary
Notable NPCs
Having a list of names at the front page is always good, you can expand and go into depth
by adding in the NPC module
Import/export
Depending on what terrain features you have surrounding your village you might want to pick
something that is in alignment with that.
Otherwise roll on the d100 table at the end of this rule document.
Fame
Your players will interact with the different elements of the town during playthroughs. Either
in a good or bad way. This is where the fame system comes in handy.
It can either go up or down by 2 points: eg -2 or +2.
Depending on what the fam the players have in a given town, this will aid in developing the
town or convincing a NPC, or it could throw the town right down the gutter.
When gaining 1 point anywhere in the town you will add the fame modifier to the point.
e.g.
Gaining 1 development point and having a +2 fame modifier means that you’ll gain 3
development points.
Famous 3
Revered 2
Friendly 1
Neutral 0
Unfriendly -1
Hostile -2
Infamous -3
Modular add-ons
NPC sheet
This part means that an NPC has 3 main ways to influence them.
The oval box on top is for writing stuff like “anger”, “greed”, “lust” etc.
Then you roll or decide a number from 1-20.
1 is that this character is not able to be influenced via this method.
20 The character can very well be persuaded with this method
eg.
The small circles are the player influence on this character 3 dots and it changes from 6 to 7
And of course it is up to the GM how many dots or whole numbers you want to reward the
players with when they have succeeded with their task.
The npc sheet is modular in its nature, so if a character is skipping town you just pull out the
sheet and place it behind another front sheet of a town.
Building Sheet
The building sheet is mainly for buildings.
What you see on this page is 3 of the boxes you see here. And an influence sphere with 3
dots below it.( it might be changed to a square box). The influence box is the number that is
next to a building type or a lower number. The lines below it are for descriptions.
The top line below the influence circle is for the building type
Faction Sheet
D100 tables