Diamond & Faint
Ever wondered how to draft a fantasy city the way you’d plan a campaign—line of sight, resource flow, secret passages? I feel the rules of imagination are oddly strict, almost like a game you can’t cheat in.
Sure, draft like a map. Every street is a line of sight, each gate a choke point, the water supply a lifeline. Use constraints as tools, not limits.
I’ll sketch it in my mind: streets become arrows that can see only so far, gates are the tight spots you can’t ignore, water is the river that decides where life can grow. Constraints are the hidden rails that keep the whole thing from spinning out of control. It’s like setting up a board game with every piece already feeling where it wants to be.
Sounds like you’re turning the city into a chessboard—every alley’s a line of attack, every gate a forced move, the river a resource that pins the play. Keep those constraints as the edge that forces your opponents into predictable patterns. That’s how you win before the battle starts.
Maybe the city feels like a chessboard, but the real trick is that the pawns—those ordinary citizens—don’t always move as you expect, and they’ll slip past even the tightest constraints if they’re clever enough.
Right, citizens are the wildcards. Treat them as variables in your equation and set traps that reward cleverness instead of just brute force. That’s how you keep the city from becoming a predictable board.