Adventure Design 101: The Setting

February 4th, 2009

With a plot and a villain in mind, it’s time to consider the other elements that make the adventure.  Setting can be a vital element, yet in my experience it’s often given short shrift — and not just by novice gamemasters.  I used to fall into the same trap.  I would spend a great deal of my preparation time working out the plot, detailing the villain, NPCs, even minor encounters — but I wouldn’t pay much mind to the setting.  My adventures would occur in a cave, or an abandoned mine, or a lost city, or the palace, or the ancient wizard’s dungeon.  Appropriate locations, but generic.

If your plot and characters are good, you can run a memorable game this way nevertheless.  My players certainly seemed to have fun, on the whole, and so did I.  But once I started putting my settings to work for me, my group and I saw a difference.  So will you.

Now I make it a point to build at least one memorable location into every adventure.  I prefer to have at least one every session, although I’ll admit there are still times when that doesn’t happen, for one reason or another.

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