Formatting the Drop-In Town, Part 1
A lot of ttRPG projects I am working on right now call for a way to present information on a town setting designed to be dropped into any game. Most publicly know is “Little Hamlet of Villago” for the soon-to-be-rebranded-as 52 x 4 subscription service. There are also some Age Creator’s Alliance stuff I have in various hands with similar needs, and then things on the list off entirely-theoretical future projects.
So, I have been trying to figure out how I want these settings to present info for the GM. The idea is that these can be used as bases of operation for PCs, or waystops that anchor adventures, or as places to explore, or just items in a big sandbox. That means they need to have enough detail to be useful for GMs just wanting details to play off of and offer enough ideas for a GM and/or exploring players to interact with, but also flexible enough to fit other story ideas and worldbuilding elements in with the town’s material.
When I’m trying to create game information formats like this, I find doing some practice builds a useful form of outlining.
So, visual elements can help things like this a lot, so I’d want each Drop-In Village to have a village-scale map. For purposes of a test case, here’s one available for free commercial use from Dyson Logos, “Appletree Pond.”
It’s a great map, and it would need a scale, labels for road names and numbers for the buildings and locations of note, but that’s easy to add. It’s also useful to think about, because linking those tags to the text they match is going to be important.
Ideally, key buildings would also have both a map of their layout, and art of their exterior appearance. Obviously that would be more expensive than most projects can justify, but let’s pretend we’re doing it for the moment. Again, for this example I’ll grab a Dyson Logos map of an appropriate building, though it may not perfectly match my map outline.
Both exterior and interior art can help give the feel of a place. I’m not going to order custom work for a test case, but you can do a lot with stock art. Here’s a good exterior art piece to use for Twin Norkers, even if it’s not a perfect match of the map’s details.
I don’t think I’d ever want to give a interior map, exterior art, and interior art of the same location unless there was some good adventure-driven reason to do so, but let’s pretend I would. Here’s a shot of the Twin Norker’s dining room.
So, before I even get to the text, I can see if I use all these options I’m going to be looking at 2-3 pages of info for a single location, which may well crowd out the setting and game information a GM needs.
One thing learned, I’ll leave this thought experiment here and talk about presenting text info next time.
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