The Only 6 Locations GMs Need

The 6 Series

I have been inspired by MurkDice’s post regarding the only 6 NPC's you will need. It's funny that they choose to write about this topic because for the past couple of months I have been writing a series of preparation tools that can be used as inspiration for GM's in a hurry. Preparation can be laborious and I have tried many different structures before. In saying that the next series of blog posts I will write will outline a variety of tools, that a GM (or in Rift Walker’s case, RM), will ever need. For all of these I have decided upon the magic number of 6. This is my challenge number to create a D6 list of different tools that encompass most variants, to be most useful to a GM. Also, because I like D6s, clearly as my system (currently in play test) is built around them. The core rule for all of these is that they must be distinct enough to be separate entries on this list however they can be useful in different applications. You will see what I mean when I get into each subtopic. I have come about these through my years of running and playing in games, and as an avid purveyor of media such as films, music, stories and video games. These classic archetypes for each of these tool types will be generally useful. I envision these to be system agnostic, but of course am fleshing these out for the use in my own Rift Walker; as I hope to include them in my RM section. How applicable each of these subtopic items will be for every system will of course depend on the system itself. Likely I have forgotten about some archetypes in these lists however I would argue that most examples can be linked to one of these archetypes. These are the topic groups that I find most useful in my adventure preparation and improvisation. The first post in the series is here. The last in my series is here.

 

The Only 6 Locations GMs Need

Next in the series, I wanted to write about 6 locations. I know that locations have been discussed to death, especially in the trad or OSR space. Most people think Wildnerss, Dungeons and Cities. But I tell you there are more. I want to make the usual caveat that that each game is different and might call for specifically unique places. In some of these games, a different wrapper would be given to the same places. Like in a city-based game, a habitat or home wouldn’t only be the locations, they would be districts that make up the other locations. It is their purpose in the story. These are the locations that trigger the actions needed by a GM to define the sorts of encounters that will be there. I would combine them with my World building prep tool to flesh them out some more. These are action-oriented locations, not merely window dressing locations.

  • Title – the archetypal name for instant recognition.

  • Description – explanation and picture painting of their use.

  • 3 Uses – 3 different applications of the location. Story focus.

  • Provisions – what sorts of encounters are there and the feelings they give.

  • Preparation Tips – some basic thoughts on preparation for them.

 

 

The Lair

Description – This is the home of the ultimate Villian. A place designed to challenge and destroy the PCs. Great evils live here and the PCs will face these later in their campaigns. They are known evil, with unknown challenges within. Places PCs must go to prove themselves.

3 Uses – Dark Lord’s Castle, Home of the Beast, Twisted Dimensional Rift.

Provisions – Traps, Hazards and Boss monsters. The feeling of conquering and release after wind up. They need a reason to come here.

Preparation Tips – Lieutenant elite monsters, A boss combat encounter, Traps and a sense of urgency in need for completion.

 

The Great Unknown

Description – Often the shorter, but more dangerous path to a place. Or a place worth exploring in itself. A place to go, to map outside of ‘civilisation’. Legends and folklore grow around these places, with exaggerated rumours, with hints of further of the dangers within. Perfect for Stay a While adventures.

3 Uses – The dark forest, Forbidden Desert, unexplored outlaw planets.

Provisions – Montage travel sequences. Minor combat encounters. Hazards in approach with interesting choices around them. Secret discoveries. A feeling of danger and risk, but conquering the great unknown. Hard to navigate and slow progress.

Preparation Tips – Combat, Hazards and rumours. A discovery after defeating the dangers within.

 

The Temple

Description – This is the challenge locations that a lot of traditional adventures will take place in. They are the typical adventure sites and the places to plunder for treasure and information (while not to be too colonial in description – there are plenty of good resources out there on this topic that I am woefully unequipped to cover here). Good ones will have multiple objectives.

3 Uses – Dungeons, Forgotten warehouses, Derelict Space stations.

Provisions – Puzzles, traps, treasure, secrets and guards are needed. A feeling of exploring a unique idea or theme is in here.

Preparation Tips – Prepare ‘rooms’ with individual interest points and challenges to overcome. Traps, Puzzles, Treasure and combats.

 

The Habitat

Description – The locations where people are. The cities, suburbs and the central hubs. The Quest locations and the places to meet influential NPCs. A place to learn rumours and get work. A place to buy or gain skills.

3 Uses – The City, settlement, central system planet.

Provisions – Social encounters, event-based encounters and negotiation. An opportunity to learn from factions, and feel connected to the peoples of the worlds.

Preparation Tips – Interesting Merchants, Sages and other social encounters. Places to visit and to world build without combat. Create feelings of a lived in location with civilised people.

 

The Well-Travelled

Description – A path well-trodden that gives a short travel sequence and a safe approach to a location. Often takes longer and is less exciting (chance of risk vs reward) than The Unknown.

3 Uses – Roads, Space corridors, Rolling hills

Provisions – Travel encounters like Merchant NPCs, and opportunity to see factional influence on the road. Features/Landmarks can be found that provide information and lore or opportunities to impact the greater world, not through adventuring. A feeling of excitement before adventures.

Preparation Tips – An interesting person, a landmark/feature and a description of the path.

 

The Home

Description – This is the place the PCs call home. Either literally or mentally. There are safety and familiar NPCs/Locations. The place between adventure that could be a base or a vehicle.

3 Uses – Base, Ship, Camp.

Provisions – Provide a place to rest and do down time activities. They can expand or spend their resources here. Familiar social comfort.

Preparation Tips – NPCs or features that the PCs can be comfortable with. Places to sink their gold or other treasure into. Description of what’s happened since the PCs were last there.

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The Only 6 Adventure Structures GMs Need