How to write a location for your TTRPG
An important, and for some people fastidious, part of writing a TTRPG scenario is to fill the universe. Some improvise this part, and I admire them (from afar, they scare me), but others like me need to prepare things. I suggested in a previous article some techniques to write NPCs, let me share here a few others to write places, you never know, it might come handy.
Before even starting to look at individual places, a technique that I really like and that helps a lot for players' immersion, and for giving a coherence to your universe, is the regionalization technique. It consists in dividing your universe in zones (regions, city districts, or even time periods or sociological groups) and give each a few minor characteristics. For example the houses in a given region are built from a local ochre stone, little pale blue flowers grow in another, architects from a given time period always placed the kitchen on the left just after the front door, or people from a given origin use furniture from a recognizable style.
These are purely cosmetic elements, but for one they’ll regroup your places as part of the same world, and then they’ll give you substance to fill your descriptions in a credible and easy way.
Once the regionalization is done, let’s focus on individual places. The first thing to do is to determine what is the function of your place, to place it in one of three categories : the passage location, the quest location and the recurring location.
The passage location is a place that only serves as a background for a one-off scene, for example a shop or a campsite. Your focus point for this type of place is its atmosphere. You must describe it to your players for their immersion’s sake, but mustn't dwell on it lest they might get distracted from the scene. I’ll give you advice that would make a lot of literary professors’ blood boil : use chichés. You want to build an ambiance in a few words ? That’s what stock expressions are for. Why describe a whole waterfront when “Dream beach with coconut trees” exists ? Or “Dusty crypt” ? Or “Cutthroat alley” ? Just sprinkle a bit of regionalization on it, and it will even become a unique place !
I’d tell you not to abuse clichés but… on a larger scale don’t abuse passage places. You’d get a very generic and blank universe if you did.
Now let’s see the quest location. It’s a place where a challenge occurs (puzzle, NPC discussion, battle, even a whole dungeon). While the passage location focused on the ambiance, here you’ll have to prioritize the gameplay. You have to determine what will serve the challenge, and only then will you be able to furnish the environment. Will your NPCs move on walkways over a chasm ? Will there be acid lakes around them ? Are rocks flying in the air ? Those are the main elements of your background.
Once you have your gameplay elements, the trick to avoid pulling your players out of immersion is to make them coherent in your universe. Why is the place built like this ? Is it realistic for the function it carries ? How does it work ? You actually only have to answer one level of precision, it is enough to maintain the immersion. The walkways over the chasm may decay rapidly and be difficult to repair, so their great number may be a redundancy and the players will find them at different degradation states. The acid lakes may be a natural resource and extraction equipment can be spotted since the prices for this specific acid are high on the market. The flying rocks may have a glowing mushroom growing on their underside, giving them their antigravity properties. Not only will this enrich your universe, but it may also give ideas to your PCs to exploit the environment and, in the end, play with your world instead of just going through it. Another pinch of regionalization and you’re good !
One last tip specifically about dungeons : if you don’t use a battlemap covering all of it… then don’t make a map at all ! It will only lengthen the exploration part of your adventure without giving anything to your players. It will be easier to make a logigram, with blocks for every important room and lines to connect them. It would also allow you to make your dungeon modular to adapt it to your players’ choices (and avoid backtracking if they missed something !), after all you want them to have fun, not lose them or waste their time.
Finally, on to the last category : the recurring location. This is a place where PCs might have to come back several times, to meet with important NPCs for example, or because a lot of crucial points of the scenario happen here. The main characteristic of this kind of place is to be recognizable, and to make vivid memories.
Those are the places you’ll have to write with the most care, because they must be remarkable and they will give your universe its identity. The first time your PCs enter such a place, the description must be long and detailed enough that they understand this location is important. Besides the (now traditional) regionalization, it is important that each one of these places has at least one outstanding element. A tavern may be adorned with a dreadfully stuffed deer head. A castle may be carved out of a unique gigantic crystal. A train station may have a monumental clock on its façade. Whatever it is, this element must be well described : this way, every time the PCs come back to this place, you only have to evoke this one characteristic to bring back the whole place.
Moreover, if you’re writing a campaign, some of these recurring places might need to evolve along the scenario. You should consider cosmetic, or even functional elements that may change with the actions and choices of the PCs. A window may be in good condition at the beginning, broken during a certain scene, then hastily fixed with newspapers afterwards. A whole building may be partially destroyed, and the following scenes will happen in its ruins (will the outstanding element be intact or damaged ? Your choice !) The emotional weight of the location will be reinforced by this.
A last little bit of advice for all kinds of places : add at the beginning of your notes one to three adjectives to define the atmosphere. You can refer to it for improvisation needs, and to choose the right tone to read your description.
There we go, I hope these techniques will be of use to you, or at least pleasant to read ! I’ll come back later with other articles, so stay tuned !