Sep 29 2008
Scheduling & Where to Go: Part I
So, I find that I may not be able to post for a bit, starting Friday and continuing for about a week and a half. I also may be moving to a 5 per week schedule to avoid writing lots of drivel filler. I may try to plan out posts so that I split them over a couple of days, but I don’t want to guarantee it.
But now for the good stuff: location, location, location.
Previously I’ve gone into making memorable characters, and now I’d like to share some thoughts on memorable locations. Whether it’s a villain’s lair, the location of a climactic scene, or a player’s haven, you want it to be memorable and meaningful. Hopefully it will reveal something about the character(s) it is associated with, and create the feeling you’re trying to evoke.
Consider the weather: what season is it? In winter, there are many choices as to just how much snow. None? Flurries or a full on blizzard? Maybe slush? Is it a mild summer, or sweltering heat? Spring showers or just flowers? Autumn can be a harvest or a slow death of living things. Each season has it’s aspects, and, for those feeling contrary, weather that runs against the grain can emphasize unnaturalness or hope in the middle of despair, like rain in the midst of a drought.
The presence of water can add mystery to a location, as it implies something lurking beneath the surface. Crashing against a cliff it creates a sense of urgency, of cataclysmic conflict. Rain can be used both ominously and as cleansing, or just a grey mood. Be aware of it, and consider how it can interplay with events. It can add an interesting complication for combat, or hide an ambush. It also provides an opportunity for players with aquatic abilities to make use of them
Which leads me to another major consideration for memorable scenery. Consider how it will interact with character’s abilities. Sometimes a dramatic situation is enhanced by removing certain abilities from play, such as with a fight on a narrow causeway. or a pursuit down a crowded city street, limiting mobility or curbing the use of powers that might draw attention. You can encourage subtlety and creative thinking with a good choice of location.
Havens can reflect the characters that inhabit them, dark and dusty, noisy with people, or isolated on a skyscraper roof. Choose wisely, and your players will learn a lot about characters they are investigating long before they meet them just by where they choose to frequent.
More on this in my next post, after all, it’s all about “Location, location, location.”
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