The place is, in my opinion, the most important factor. It has much influence on the events. Much more than most people would think. In the hands of a talented GM it may send creeps down the spine. When you hear place, think of drama. Most people love it, lust for it and want to participate. No matter what kind of setting: castles, mountains, chasm, forests or cities. A certain amount of drama is never wrong. Places in roleplaying games have to be made to impress the players. They should include something different. Every street is different if you take a closer look. Do not make everything the same. Add small things that differentiate
from street to street.
Clichés are again good. But do not stick too closely to them. The hundred and tenth cemetery that consists of tombstones, mist, owls and armies of zombies down below is not funny anymore. However when you write your first adventure, start with clichés; you can iron them out during playtesting (see below).
The place itself does not to be spectacular. You do not necessarily need grand castles, high mountains and deep dungeons. I generally prefer places that have a much smaller scale, both literally and metaphorically, but then you have to work on the details. You cannot cover small weaknesses with scale, they will be more obvious. Small places can be as dramatic as big places.
Buildings and all other places made to habitat sentient beings should be comfortable. Even a group of goblins will begin to furnish their cave when they stay there for more than a year. When you design houses try to make them as comfortable as possible for the inhabitants. You may be the biggest sorcerer of the realm, but sleeping on a uncomfortable bed? No way! And who would want to live permanently in a damp dungeon? Just think of the arthritis.
Traps are another example. If you would construct a castle with quite a number of generally stupid servants and guards, how many traps would you place? Certainly much less after you have to replace half of your men every week, because they have run into a trap they have forgotten.
Make any house or dwelling place in accordance with the characters psychology that lives here. Furniture should match with the NPCs taste. As a rule of thumb, when you create a house, imagine if you would like to live there. If the answer is no, reconsider it.
It is vital to avoid dullness, when you create places. Every clearing has to be different. It is not necessary to make them radically different, but small differences are important. They spice up your campaign and do much to the enjoyment of the players.
To be continued…
This article was written by Leif U. Schrader and first published on Strike to Stun in 2001