(Cross-posted with RPG.net)
The most useful book on running games/designing scenarios I’ve ever encountered is Dogs in the Vineyard. I’ve adapted its town creation system for just about every game I’ve run since; it helps me build dynamic, compelling situations for the players to interact with in a way that addresses a bunch of my personal flaws as a GM. Off the top of my head I’ve used it for Dogs in the Vineyard, Ars Magica, Diaspora, Burning Wheel, Paranoia and am currently applying it to my Warhammer Fantasy Roleplay campaign.
For those who don’t know, the Dogs process involves taking a town’s inhabitants through a series of steps: Someone is prideful. Pride acted on leads to injustice, injustice leads to sin/crime, sin opens the town up to demonic attacks/dangers from outside, and it goes on from there. While the language the system uses is fairly specific (the next steps involve false doctrine and sorcery), the core process can be applied to pretty much any setting where humans are doing the dumb **** humans do.
As I mentioned, one of those steps is committing a sin or a crime. This doesn’t just mean explicit law breaking like stealing or assault or fraud, but social and cultural mores as well. Like in Warhammer’s Empire, there may not be an explicit law forcing a commoner to show respect a nobleman, but he damned well had better or else there will be trouble, right?
Lure of Power (I think) and some 2E stuff discuss the actual laws of the Empire or provinces, but I could use suggestions on what the unwritten social laws are, especially ones that are particularly Warhammer-ey. The obvious ones have to do with Chaos and cults. For Dwarfs there are probably sins about oath breaking… what else?