Frayed Knights Developer Blog Update

Another update on Frayed Knights comes at us from Jay Barnson's Tales of the Rampant Coyote blog, this time talking towns.
So - to some degree - abstracting a town is going to have to occur at some level in an RPG. We have to simplify. But to the level Ruber suggests?

It really depends on what you intend to do with the town. In the Frayed Knights demo, I really ran out of time to complete 1/10th of what was supposed to happen in Ardin. The assumption here is that the gameplay is what occurs outside the town. However, if you played the Ultimas, or the last two Elder Scrolls games, the Baldur's Gate series, the last couple of Wizardry games, or even Depths of Peril, you'll recognize that the towns can be as busy and active of a place for adventuring and gameplay as any dungeon.

That's where I'm going on Frayed Knights. While the bulk of adventuring is going to take place outside of civilization, the goal (assuming I'm competent enough to achieve it, which is quite an assumption) is to have the towns be interesting places to explore, and where (usually non-combat) adventuring will happen. In Mournhold Village, which I'm currently working on (another "town"), most of the key plot developments will require a bit of exploring - and even combat - within the confines of the village.