Great Places for RPG Scenes, Part One
I’ve been leaving this open as a Google Doc in the background and dropping new ideas in there as they come to me. I think there are 20-something other entries on the list right now, so there’ll be a part two when I finish it, but for the time being, here are 50 great places for RPG scenes.
- Belowdecks
- The cloudmines
- The catwalk beneath a suspension bridge
- Backstage at the auditorium during the coronation
- Inside the nest of the giant wasps
- In the mouth of the cavern that leads to the Underworld
- At the signal-beacon camp long thought abandoned
- The tarpits where dragons go to die
- In the second-worst tent at the bazaar
- In the cottage where the woodsman lived before he joined the Other
- On the wharf that rolls with the tides
- In the theater, amid the aghast actors
- On the mountaintop
- The reliquary
- In a disreputable pot shop
- In the shadows of the agora’s collonades
- At the crossroads in the cursed town
- In the presence of the man who thinks he is a village
- The corpus of a dead god
- The place where all whispers arrive
- In the gardens of a city as yet undreamed
- A mnemonic castle
- Under the horned moon
- Where the madman is prince
- On the heath, when the air crackles with the energy of a spring storm
- The only surviving subsection of a derelict space station
- The space between the two most distant pocket realms
- The gemcutter’s workshop
- An abandoned motel on a lonely length of highway
- On the riverbank, near a fragrant cluster of bougainvillea
- The access hallway behind the storefronts at the shopping center
- While scavenging a scavenger-class vessel
- The second-highest level of the parking garage
- Overlooking the crater left behind by genesis
- In a jungle of the senses
- The organ loft of the cathedral
- Behind the curtain of flesh
- The passage beneath the hollowed-out column
- Within the portrait of Dorian Gray
- Among the thousand-plus shelves of the god-king’s library
- Floor 41
- The grove where Oberon takes his liquor
- The fane of the wolf-god
- In the shadows, when the witching hour tolls
- The earliest-known cistern ruins of a vanished culture
- In the company of nightmares
- The shantytown built from the hulks of ruined cars and buses
- Under the overgrown arbor
- The hedge-maze of the jealous sultan
- Love’s secret domain


In many tabletop roleplaying and video games, the setting is topheavy. Designers pack as much as they can into the game world to give players the impression that the world is real and it has a myriad of things going on. That’s fine, and it’s great for verisimilitude and for providing a variety of options, but it’s not always best for the drama.