Every setting has intention

As GMs, setting is one of our most important tools. This world is fictional, it’s not real, and nothing exists until we say it does. Nothing is by accident. Everywhere the characters go has purpose and intention.

You can make this work for you by considering the threefold intention of every setting:

  1. Diegetic (in fiction) intention - within the story, why are the characters there?
  2. Narrative (meta) intention - what purpose does this setting have in the broader story structure?
  3. Tone and atmospheric intention - how does this setting set the vibe for the story?

Often, people only think about 1 or 3: the space is there because they characters needed to be somewhere, or the space is there becaues of the vibes. But ideally, we want to consider all 3 at once.

Imagine you’re playing an urban fantasy game, and the players arrive at a warehouse. Why?

In fiction

Let’s start from the fiction: fairy dust smugglers need somewhere to store the stolen loot. What kinds of places could they choose? It could easily be:

We need somewhere that the players can go that will contain the item that we’re looking for: that’s the space’s purpose in fiction.

Narrative intent

Think of the role that space plays in the story. I’ve divided (most) fictional settings into these broad archetypes:

The names of the archetypes are not literal: you could have an Arena that is a public library, or a Library that is a marketplace.

A space may serve multiple roles, but not at the same time. And a space may contain other spaces (ie, you break in to a museum [a bank] and loot the artifacts [a shop], then you need to break out [a jail]). The easiest way to navigate this is to literally have them move through one space into another space, but you can get fancy with it, if you like.

Because of who I am, I have opinions about what makes for a good setting for each of these archetypes.

Arena

: fight!

Library

: learn!

Tavern

: meet!

Bank

: break in!

Jail

: break out!

Sanctuary

: rest!

Shop

: acquire!

Dark Road

: fear!

Are the players going to break into this place and steal the fairy dust back? then it’s a Bank and we should add security, obstacles and puzzles.

Is this where we’re going to have the final show down with the mob boss behind the whole operation? Then it’s an Arena. Let’s keep the space minimal but add some elements people can interact with during combat.

Are we looking for clues to learn about the smuggling operation? Then it’s a Library. Let’s have some information plainly available (a desk with a ledger, perhaps) and other information that is hidden and can be unlocked with creative problem solving, real-world knowledge or good rolls (some crates are labelled “coffee” and if you open them, there are bags of coffee beans — but if you move those there is SUPER WEREWOLF SERUM underneath!).

Atmosphere

The last role that a setting serves is atmosphere. We’re trying to make a VIBE. This will largely be determined by the genre and themes of the story you’re telling.

If it’s dark, gritty urban fantasy, let’s have the fairy dust stored in an abandoned factory, with rusted machinery and broken windows.

If it’s whimsical, silly low fantasy, let’s have the fairy dust stored on a pirate ship, or in a cottage.

If it’s gothic horror, let’s have the fairy dust stored in the cellar of a haunted manor, with portraits on the walls whose eyes seem to follow you as you move around the room.

While that might seem like a lot to think about while you’re trying to run again, I promise it will make your life easier, because once the player characters are in the space, they’re more likely to behave in ways that support the story instead of fighting it. You’ll have to do a lot less cat-herding if you make a space specifically designed to herd cats!