Advantage on Arcana

My Plan For Better TTRPG Locations

I've decided that in 2026, as something of a new year's resolution, I will work to have better locations in my tabletop games.

For the month of January 2026, Duncan S. Rhodes at Hipsters & Dragons is hosting the RPG Blog Carnival, on the topic of Fantasy Locations.

cederic-vandenberghe-21DP3hytVHw-unsplash Source: Cederic Vandenberghe, 2017.

My first thought was, "I have nothing to say about locations." And on considering that, I concluded it must be because my locations haven't been terribly good. Oh, there might be a few I was happy with, but for the most part I didn't have many cool, dramatic settings: no battles over a dragon's mummified remains,1 no duels on a slick log over a river torrent, no fights inside stormclouds,2 little lava and no quicksand. So I decided that I wanted to have better settings.

To that end, I wrote a long post about what I have done right and what my encounter prep workflow looks like so I could identify what my strengths are, what my successes have been, and how I could adjust my current prep practices to improve my sessions going forward. I also asked my players for help identifying these successes and had some surprises as a result: maybe I've had more successes than I had thought and was thinking about locations a bit wrong. On reflection, though, while the process of writing that post helped me organize my thinking, it doesn't make for very good reading. So let me start over: what is a good location, and how can I make more of them? With luck, if you also want to improve your locations, my overall plan or the concrete steps I plan to follow will also sound useful to you. (Also, it may contain ideas you can steal.)

What Is A Good Location?

A good location is one that contributes to creating the experiences you're aiming to create for your players. That is probably obvious and probably trivial. The salient point here is that you can't point to any particular trait and say it's necessary for a location to be good, or even helps it be good, because whether or not a location is good depends on the kinds of experiences you're trying to create for the specific players you're trying to create it for. I feel this almost goes without saying, though perhaps it's good to remind ourselves of it every once in a while. This observation isn't really all that useful for my purposes here, though.

Instead of focusing on what's good in the abstract, I'll focus on what's worked for my campaign and what I wish I was doing better. Let's start, then, with locations that my players or I thought were good, and what it was about them that worked. One presumes that these judgements will, by the nature of being based on successful locations in my campaigns and one-shots, already be aligned with the kinds of experiences I hope to create for my players and the ones my players have come to hope for from me.

So, what are my existing strengths?

I haven't heard from my Fortunes of Ewistar players, yet; they might of course say very different things on the topic.

And what do I feel I'm lacking?

How Can I Make More Of Them?

Maybe most importantly, if I want better locations I need at the very least to keep doing what works. Satisfying my anthropological curiosity and my own need for internal cultural coherence has paid dividends so far, as long as I don't go overboard with it. As a general approach, I think you should do what you do best for your table. This isn't an intention to keep doing what I've always been doing, though: I will try to be more conscious of this.

As for impressive fantastic locations, I've been meaning for a while to start planning encounters more often with the cool battle maps I've collected and find a reason to use them, rather than starting with what makes sense in the story (or for the region) and then trying to find or make a battlemap to match it. Along the way I've picked up maps with collapsed construct giants, immense trees, sulphur springs, and so on, but I never use them. In a sense, perhaps I need to be less fiction-first than is my custom. A less fiction-first approach might have some additional benefit, in fact: introducing artificial constraints creates more opportunities for narrative kitbashing, which I enjoy. Because I can't bring myself to handwave away the ridiculous but cool location, I'll need to be creative and come up with a plausible explanation for it. My players have expressed their interest in those kinds of explanations and their (sometimes unintended) implications, so I don't think this is just self-indulgence on my part.

On a similar note, I need to get more familiar with Dungeon Alchemist's updated capabilities, so I can learn what it can do. Instead of turning to it in my hour of need, I could play around with it more proactively, make some interesting maps, and then build locations and encounters out of those maps. That, of course, will take time that I might not always have in abundance, though it might also be a fun activity to do while listening to podcasts.

Further, I want to build mechanical elements earlier during combat prep. I should ask myself how I want the encounter to feel, and think about what mechanics or minigames could reinforce that feeling. I already do this when choosing or homebrewing enemies. Adding environmental effects will be an additional step, but it should fit right in with my existing practices – provided I'm not rushed in my prep, which I can't always count on.

I also shouldn't be afraid to reuse mechanics for different players. That means running something like The Kobold Chronicles again as a testbed for The Fortunes of Ewistar (and vice versa). Reusing bespoke mechanics and minigames should help reduce prep time while still allowing me to make more memorable locations for encounters.

Finally, when it comes to cities, I should actually put what's interesting about it to use. If Glammire is on boardwalks in the swamp, I should put something interesting under the boardwalks. If Foamcavern is in a massive mountain grotto, I should give the party a reason to climb up the cavern walls. If Chantowl's town guards ride giant owls, I should put a threat next to Chantowl and send the town guard alongside the party to defend against it. A backdrop can be beautifully painted and nice to look at, but built sets often lend themselves to more interesting stagecraft.

Concrete Actions

Suggestions for other concrete steps are, of course, welcome. My comments are hosted on Bluesky, but will appear below.


  1. This is unrelated to locations, but there's a thought, no? As a dracolich is to a lich, so a mummy dragon might be to a mummy lord?

  2. I do have plans for this, though.

  3. I'm not, as it happens, American. I'm Canadian. That game, however, was nonetheless all about American Protestantism and American cultural institutions. I hope my American players got something out of my outsider's perspective on it all, or at least did not find it too jarring.

  4. In Nick's OSR swashbuckler game Falling Tides, for example, there's a valley of stone pillars like in Zhangjiajie National Park, which has made for at least one dramatic moment so far.

#for GMs