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by Jon Roberts In this article Ill lead you through the design process I use to bring sense to my castle designs. Its a process that puts reason into design, so that players questions have sensible answers. When a world makes sense to players they can imagine it, engage with it and use their heads to navigate its challenges. There is of course a balance to be struck. If I spend too much time on the little details (how many pounds of meat a garrison of 20 need to store for the winter) then Im not adding any value that time is better spent on the evil villains master plan or creating truly fiendish traps to deter invaders. To create a castle that makes sense, first we need to answer Why? and Who? Why?: A castles purpose is usually defined by its location, its owner and local politics. In benign lands a castle might be a place of showoff luxury, of paranoid protection, a seat of power, a status symbol or a community focal point. In hostile lands it might be an essential safe haven or a point of hard power from which to dominate the surrounding lands. There are unlimited reasons for a castle but, if its going to make sense, we first have to think of one. Who?: Who owns it? Who built it? Whos necessary to fulfill the castles Why? Who else lives there? Together, the answers to Who? tell us the castles size, grandeur, construction methods, practical limitations and building materials. The Why? and Who? of my example castle: It is the seat of a minor lord who rules a medium sized farming community and small village. The village is tucked away in a mountain valley and the castle is a solid defensive structure at the valley mouth, protecting the community from bandits. The defended valley is relatively safe and few of the community and none of the livestock are housed within the castle. The castle is small; most of the servants come from the town and only important people and soldiers live in the castle itself. A military outpost it would be very different; everyone needed to run the castle would have to live within its walls. A kings castle in the center of a stable country would be built for comfort, rather than defence, its role more to impress than to hold off attackers.
wooden door. In order of increasing sophistication, typical gate defence structures are (these are cumulative): * Overlooking arrow slits * Two gates as a holding area, with a killing zone in between * Murder holes (open spaces in the roof above through which defenders can fire arrows and pour oil) * Portcullis * Drawbridge At this stage we dont need to worry too much about the specifics, but Im going to just have one front gate and Ill make sure its solidly defended. I think probably a gate and a portcullis, but no drawbridge here. That said, well be needing a couple of guard rooms beside the gate and an armoury. The other standard defensive features of castles are the staircases and the battlements. Many castles sport spiral staircases. This is not only a compact way to fit a staircase into a castle, but also a key defensive feature. Spiral staircases spiral clockwise as they go up. This means that a right handed attacker climbing the stairs will have their sword arm blocked by the central pillar. A defender fighting from above will have a clear swing around the arc of the staircase. In addition, spiral stairs are often used as archery positions. If the spiral stair is on an outer wall then it will butt out of the wall and have arrow slits, allowing an archer in the staircase to fire along the wall at attackers, catching them in a crossfire. Stairs are also a strategic means of getting between levels. Defenders should have more than one way to get to an area. Finally consider the battlements. A defender on the battlements can rain down fire and hails of arrows on attackers. I want my defenders to have quick access to the battlements on the roof. Now we have a full list of the rooms we need and its quite extensive, even for a relatively modest castle. Lets start connecting them together. When doing this, consider the flow of traffic in the castle. The kitchen needs to be connected to the stores, and should also access the well. The great hall should be close to the kitchen. Lower levels of castles are generally damper so the poorer inhabitants are likely to be on the lower levels whereas the more important people are higher up. The guard rooms should have good access to the armoury, as well as to the murder holes above the gate. The main area where the soldiers sleep should have easy access to the battlements. If you ask what rooms people will need to use regularly, you can quickly figure out how the rooms must be connected.
Now that the layout is set, its time to turn it into a map. You can dive straight into CC3 but I find it worth using pencil and paper to quickly sketch the floorplan first. This allows me to make sure that each floors area lines up and that the rooms fit. This does not need to be clean and beautiful. As this is for an audience, I have taken more care with my sketch than I normally would. I use this step to ask myself: * do my staircases line up? * have I kept my connections in the right place? * have I made sure that its hard to get to the most important places like the treasure room and the prison? With this sketch to work from I know that when I create the pretty map I wont have to go back in and fix things when something doesnt line up right. I could use this to run an adventure, but I certainly wont be using it as a battlemat.