What’s up everyone! Thanks for listing to how to be a better DM. Here’s a quick synopsis of today’s episode hosted by (me) Cayden Ottley.
In today’s episode I talk about 10 places that you need in any fantasy town that your players are visiting. This obviously varies from place to place depending on setting, political system, and your own rules to name a few, but this comprehensive list will help you get started. Enjoy!
- Tavern – A place to meet, drink, dance, and potentially hear gossip. The Tavern creates great rollplaying opportunities and is a classic place to receive epic quests.
- Marketplace – Every town will have some sort of commerce. People need to make a living! A marketplace allows the party to pick up unique items unique to the area, and potentially meet some interesting NPC’s.
- Government Building – The place where decisions are made and justice is served. This is the place for political intrigue, where players might petition for help, confront corrupt officials, or attend important meetings.
- Blacksmith’s Shop – No town is complete without at least a few blacksmith’s shops. This is where weapons are forged, armor is repaired, and custom gear can be crafted. The blacksmith can be a valuable ally, providing expertise and perhaps even quests.
- Church or other site of worship – Spirituality plays a crucial role in many fantasy settings, so a church or other site of worship is a must. This place provides solace, guidance, and perhaps divine intervention.
- Food or wealth source – Every town needs a source of sustenance and income. This could be a farm, a mine, a fishing dock, or any other resource. It’s the lifeblood of the town’s economy and a potential source of conflict or adventure.
- Jail – The jail is where lawbreakers are kept, and it can be a grim reminder of the town’s darker side. It’s also a potential adventure site—whether your players are breaking someone out, investigating a mysterious prisoner, or serving time themselves.
- Hospice – A place of healing is vital for any community. The hospice, whether it’s a grand hospital or a healer’s cottage, offers medical care and respite for the sick and injured. It can be a haven for your players to recover, learn about local ailments, or meet knowledgeable healers who may need help with curing a mysterious disease.
- Criminal Layer or Resistance Base – Every town has its shadows. A criminal lair or resistance base adds depth and intrigue. This hidden location is where rogues gather, plots are hatched, and rebellions are planned. Whether it’s a thieves’ guild, a rebel hideout, or a smuggler’s den, this place can provide players with under-the-table jobs, secret information, and morally complex decisions.
- Inn – Last but certainly not least is the inn. Similar to the tavern, the inn offers a place for travelers to rest, but it’s also a hub of activity where stories are shared and alliances are formed. The innkeeper can be a font of local lore, and the inn itself can be the starting point for many adventures.