The majority of your town will be defined in play. For now, you need to make two key decisions: the ideals that bind your group together, and your initial relationships.
Every team has an ideal that defines what sets the team apart from corrupt factions. When the team betrays this ideal, they assimilate more to the oppressive world around them and increase their conformity level. Do this too many times and your team will become too compromised to continue. When the team upholds the ideal, they resist the world and decrease their overall conformity level.
It is important to discuss your ideal as a group, as it will shape how the team interacts with the world and overcomes obstacles. The possible ideals are:
Each PC has one positive and one negative relationship with a Contact in town. The PCs can choose the same or different Contacts for their answers. At this point in the game, all you know about these Contacts are their town role and name. You will start to make up other details by answering these questions, and continue to build them up as a group as you play.
Each player will pick a Contact, add a bond to them on the town tracker, and answer one of the following questions about their history with this Contact:
Each player will pick a Contact, add a grudge to them on the town tracker, and answer one of the following questions about their history with this Contact:
Naming the Town
To finish making your town, give it a name. It can be named after a local landmark, an ancient founder, or a place you know in the real world. If nothing comes to the group at this point, you can leave it blank and decide at a later time.