If I may be so blunt, the essence of both these sections is: “Go make it up.”
I’m not kidding.
That’s not to say that there isn’t any structure in Town and World creation in Ryuutama, but it’s not beholden to any sort of mathematics. You’ll see what I mean.
Given the focus on Travel, Towns serve as places to travel to, and places to find respite from the hardships of the road. In Ryuutama, the GM and players have the option to cooperatively create a town.
The town creation system is hardly anything but a sheet that has a few fields to be filled in, by the GM and the Players. It’s a neat way to generate new towns that will satisfy everyone.
Town Creation is donen by filling out the following information:
Ruler or Representative
Town’s Sights / Sounds / Smells
It’s a clean way to come up with ideas that will inform the next adventure. It’s simple, but again, fun to talk about with friends.
An interesting addition are suggestions of when to build towns and their relative pros and cons. I’ll probably go with the standard “Next town at the end of the session” structure though. It’s a neat way to serve as a preview of the next town.
Much like Town Creation, World Creation can be done by the GM or cooperatively with the players. The information that needs to be put together are:
Shape of the World
It’s interesting and the different questions that come up from these help inform the setting and serve for a seed for metaplots for the campaign.
Both creation systems are pretty fun in their own right, and I think with an experienced group it’ll be easy to whip up new games time and again with this. Absolutely no math here, just the result of a conversation over some snacks and tea.
After this, we’re going to head on over and look at the Book of Autumn section of Ryuutama, which discusses the role of the GM and the mysterious Ryuujin.