Q57 · Chapter 08 · Markets & cargo
Towns are a pillar
How much of an ordinary session should be spent trading and managing cargo?
Selected direction
The direction
Towns should be exciting enough to support both a quick return ritual and a deeper session. A player may sell, craft, resupply and leave quickly, or spend meaningful time trading, crafting, talking to crew/NPCs and engaging with town progression.
For the first version, towns can be functionally differentiated through different shops, services and outposts rather than requiring deep simulation or unique personalities immediately. Town play should still feel like a real pillar, not a loading screen between dungeons.
Recorded as: Selected direction
The original question’s prompt
A quick return ritual, an equal partner to combat, or a deep activity players can focus on?
Examples in a prompt are not decisions unless the answer chooses them.Still to decide in this chapter
Which materials must never be bought or automated, and how much price/recipe information players see, are still open. Random travel events are a later expansion.







