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Aug 2, 2013 at 6:18 comment added GMJoe @Johnny Also note that a vertically-aligned city is actually pretty hard to live in, compared to a horizontal one. As a practical matter, people tend to build cities where living is convenient, so while routes between cities may be vertical, the cities themselves will rarely be.
Aug 2, 2013 at 6:16 comment added GMJoe @Johnny Cities separated by caste are often used in fiction because it's a useful analogy for making a caste or class distinction blindingly obvious, but it's not a hugely realistic situation. Sure, any city will have its good neighbourhoods and slums, but they rarely have well-policed borders, are rarely laid out in a clear gradient, and they tend to shift as fortunes and fashions rise and fall. More realistically, a city's population will be distributed as required by the major modes of employment: A theoretically rich district will usually have an awful lot of poor servants living in it.
Aug 1, 2013 at 7:21 comment added John Vertical is certainly an intriguing way to go, especially for cities; however, going all vertical makes me worried due to the cities inherently inclining to a caste-like concept too much. Ideas?
Aug 1, 2013 at 4:59 comment added CatLord With my games underground and above ground tend to only be separated by stating that there's a ceiling or not - it's all in the presentation of the NPCs.
Aug 1, 2013 at 4:45 history edited GMJoe CC BY-SA 3.0
Altered wording for clarity.
Aug 1, 2013 at 4:38 history answered GMJoe CC BY-SA 3.0