Timeline for How do I make Locations important?
Current License: CC BY-SA 3.0
6 events
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Sep 22, 2013 at 13:04 | vote | accept | Jakob | ||
Sep 2, 2013 at 18:00 | comment | added | Discord | You want to strike a balance between extremely broad strokes and making the Location interesting. A quick description of the place that notes any features that stand out would be sufficient. You want enough set dressing that you can easily visualize the Location, so creating one or two big details are fine. ("There's a really big fireplace.", "The stairs out front are ready to fall apart.") If you have an idea for a scene based at this Location, you can start planting the seeds for it, just don't feel like you HAVE to use those details later on. Sometimes, a Chekov's Gun won't really be fired. | |
Aug 31, 2013 at 18:59 | comment | added | Jakob | I like the idea of fleshing out Locations a lot more in order to make them interesting, but how does this mesh with the philosophy that you should not "play the game in advance" during the setup? You don't know right away which way the story will go, and you don't want to lock yourself into too many details ahead of time. Any advice on what type of details you should add during the setup and what type of details you should leave out? | |
Aug 30, 2013 at 5:01 | history | edited | Discord | CC BY-SA 3.0 |
added 4 characters in body
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Aug 27, 2013 at 20:07 | history | edited | Discord | CC BY-SA 3.0 |
added 444 characters in body
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Aug 27, 2013 at 19:58 | history | answered | Discord | CC BY-SA 3.0 |