When I saw this as the title for the April RPG Blog Carnival my mind started ticking over campaign and setting planning and how I want to go about it.
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| Image credit: cosmicgrooveart |
It's easy to just start building things that will never get played and I think a solution is:
- to break prep into separate and reusable elements (I've talked about this before)
- to only plan what you need
So, leaping off from that into the void, what sort of elements and what does each need?
Places
TTRPG games generally involve some exploration, and even if they don't the scenes have to be set somewhere. Places are everywhere from towns to rooms to dungeons to continents and planes!
In my opinion, Places are often containers but I think they need the following themselves:
- Flavour descriptions / scene setting (depending on scope and scale)
- Rumours / things to interact with
As well as being the basic things you need for a dungeon room, these settle nicely with the start of a "three act" story - Set the scene, call to action - so can often lead to setting up a sidequest nicely. Can we run the full mile and prep some of the rest too?
- Rising action
- A climax
- How the place is left changed
Oh - there's a location based adventure!
Antagonists
TTRPGs are about conflict and resolution, and where would conflict be without antagonists to rub against our protagonists (the party) - these are the factions and moving parts!

