It’s All About Location . . . .
or to be more specific, location description.
This month the folks at Campaign Mastery are hosting a blog carnival and the topic is location, something that every RPG GM and player most likely knows something about. We all have our favorites, places we’ve read about or maybe have played in, what makes them special? What makes them memorable?
The description, and the holes that our imaginations fill.
Let me start with the write-up I did for the Green Griffon, a location I used during my Realms of Rylon Campaign.
The Green Griffon Inn is one of many inns in the city of Valon. It’s a modest four-story affair with a common room, private rooms and suites, a bathhouse and a full pub/restaurant. The Inn itself is located on what is know as Merchant Square and is just a short walk from the wharves.
The Innkeeper, Donovan Tellis, is well respected in the community and charges a fair price for both rooms and meals. Regular patrons can expect Donovan to know them by name and he can usually remember special requests concerning accommodations and meals.
I will lay odds that you already have a ‘feel’ for what the place is like. You’re filling in the gaps already from your past experiences, things you read, things you’ve seen in movies, and I’ll also bet they don’t match what I saw when I wrote that up as GM.
Believe it or not that’s okay – our visions don’t have to match. There are some that may not feel that way and I will heartily disagree with them, it’s about the experience and enjoyment at the table not that you see things exactly the way I do.
As you can see, I tend not to include all the details in my descriptions, unless there’s a specific reason to know that the building was painted bright orange, I won’t even mention the color. I want the details to be left to the players, let them see it in their own eyes, if they mention a detail I make a note of it for future reference.
What you had above it the sketch of the physical building from the outside – the inside was handled much the same way.
On entering the Griffon on the far side of a sea of bodies, you see a bar stretching nearly the length of the interior. Every race in Valon seems to be represented here and all are gathered at tables and enjoying themselves. You see a few card games taking place and hear the sound of dice as you make your way across the room.
Got an idea of what things are like inside? Do you have a sense of the type of establishment this is? Does it feel like a place you would want to come back to?
Again, you’ll notice the lack of a lot of details. The card games and dice were important so I included them. I didn’t mention anything about the food or drink, the servers, the lighting or any of another hundred details as they weren’t necessary to convey the ‘feel’ of the place. It’s okay they were left out.
There’s a second reason why I tend to leave out all the details – it takes time to create them all. I’m sure I speak for a lot of GMs out there, time is typically in short supply when it comes to prepping for a weekly game session so we are always on the lookout for areas we can trim without impacting the game. I feel this is one area that you should consider – leave out some of the details that won’t impact the story, let your players’ imaginations fill in the void and enjoy the game.
There is a benefit to leaving out all the details as well, when you mention on the players have a tendency to pick up on and figure it’s important. This is actually really useful as a GM, on one hand it lets you highlight those important items while on the other hand giving you yet another opportunity to hand out the occasional ‘red herring’ to keep them guessing.
Be sure to check out the kick off post of the blog carnival at Campaign Mastery for links to other posts about this topic.
I’d also be interested in how you handle location descriptions. Do you give a lot of details, just a few, or do you rely on visual aids instead?
May your dice roll well.
Great post! I also prefer to use simple descriptions that capture an overall view of the area, but I also like to describe the area rather than spell it out plainly. For example, if I want the players to realize they are in a shady part of town, I might mention the run-down buildings, the surly characters, etc. I feel it is better for the players to make their own assumptions based on these quick descriptions to decide that they are in a shady area. However, I won’t go into a 5 minute description of every building. Just enough to prompt their imaginations.
One thing you bring up that I’m intrigued by… the players adding their own descriptions to certain areas… are these prompted, or is your group just comfortable with adding their own flavor to your descriptions? I’ve tried to open this up to my group and get them to let loose and describe the taste of the ale, the feel of the bar, etc… but a lot of times they are afraid to step on my toes by describing something. Any ideas on how I can get them to let loose and add their parts to the description?
I’ve considered doing something Dungeon World-esque and just asking them to describe areas as they discover them.
Thanks, glad you enjoyed it.
I’m fairly lucky, the group I game with has been in existence for over 15 years in one form or another (I’m the only remaining original member, didn’t start as the GM either) and we are all comfortable adding to the story. It’s something that I think many groups can get to, it requires a familiarity with each other, a willingness to create and collaborate – it takes time to get there.
Often the player added details are a spur of the moment, mentioned in passing, and often reference something the group has encountered in the past. I say group because the comment may be in relation to something from a previous campaign we’ve all shared. It could be a place, like the article talked about, it could be an event, it could be a favorite NPC (my group will never forget Pix). It’s a by-product of lots of time together at the table, not just gaming but hanging out and getting to know each other.
My best advice on this – let it come naturally, don’t force it. Maybe asked for your players to give some background details about their characters and then ask questions about what they give you. Get them talking about the game, outside of the game, ask them what they remember, what they enjoyed, is there anything they would like dropped in the future.
Hope that helps it at least some small way, and thanks again for the comments.