Roleplaying Tips Weekly E-Zine Issue #395
Mapping Tips For Inns, Taverns, And Restaurants
Contents:
This Week's Tips Summarized
Mapping Tips For Inns, Taverns, And Restaurants
- Basic Layout Features
- Lines of Sight
- Entrances and Exits
- Lighting
- Details and Variations
Readers' Tips Summarized
- Session Debriefing Template
- Planet Builder Spreadsheet
- Considerations For Designing A Stronghold
Johnn Four's GM Guide Books
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A Brief Word From Hannah
New Editor
Hello all! I'm Hannah, the new editor. I'm a longtime
Roleplaying Tips reader, and I'm excited to be helping out.
I've only been gaming for about six years, but I've managed
to pack a lot of crazy wild fun into that time. At the
moment, I'm running a tri-stat d8 game, wherein the party
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assassin/mage, and a crazy, power-hungry mage, which works
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I'm also playing as a rather incompetent pirate in a Star
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My other RPG-related shenanigans include Chaotic Shiny. It's
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Scion Game by Whitewolf
A friend and I recently picked up a copy of Whitewolf's new
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We're hoping to get a campaign going in the fall.
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Hannah,
Editor, Roleplaying Tips Weekly
hannah@roleplayingtips.com
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Mapping Tips For Inns, Taverns, And Restaurants
By John Simcoe and Johnn Four
The following mapping tips are from my recently
released book, GM Mastery: Inns, Taverns, and Restaurants.
For more information about this book, see the end of this
e-zine.
Return to Contents
1. Basic Layout Features
Restaurants, taverns, and inns require simple layouts
compared to the complex dungeon and adventure locations you
need to craft in other parts of your campaigns. They should
center around the primary source of revenue - dining room,
bar, guest rooms - and support areas should revolve around
that.
In addition, these are public places designed to serve and
expedite traffic, not repel invaders, trap adventurers, or
support monster ecologies. For example, brawls require clear
spaces, strong, simple furniture, and easy exits.
Partitions, clever layouts, and delicate furnishings are not
ideal. An owner expecting violence will design with this in
mind.
If the place caters to drinking, it's best to map level
areas with few stairs. Drunken patrons are clumsy. Not only
could they hurt themselves falling down stairs or tripping
over a raised level, but they could damage dishes and
furniture, or injure other patrons and staff.
Alternatively, steps and stairs are often desired in more
expensive places. There's a subtle feeling of superiority
when sitting on high and looking down at others on lower
levels.
It's also a tactical advantage to have the high ground. Not
only does higher ground give combatants bonuses in some game
systems, but it can also provide better line of site for
spot-type checks and better cover. For places where you want
interesting combats, add lots of stairs.
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2. Lines of Sight
Interactivity means a clear line of sight (LOS). Check LOS
from various tables, the bar, the stage, and other locations
where the PCs and other patrons would gather. Blocked views
means people won't have a chance to see each other or what
people are doing, which means less interaction, and fewer
interaction possibilities.
Perhaps blocked LOS is by design, though. For example,
making PCs go with listen checks and eavesdropping allows
you to add ambiguities for fun encounters, red herrings, and
roleplaying. If the PCs are talking, close your eyes and
imagine what others might be thinking based on hearing
alone. Plan for NPC dialogue that can be easily
misunderstood, and let the PCs jump to conclusions.
Alternatively, if visuals are important to your encounter,
keep clear LOS in your maps.
As a general standard, poor places will have simple, open
room layouts with no privacy.
Middle class places will have booths and cheap partitions
for some semblance of privacy.
Upper class places will have partitions, different floors or
raised levels, private rooms, and places with secure
privacy. It's more expensive to craft a place for privacy
with broken line of sight, staggered layouts, partitions,
and raised areas.
You might create layouts that deviate from the standard to
add more interest. Perhaps a dive has an expensive, albeit
rundown, layout because the building is old and has seen
better days, or because the owner is an expert with
carpentry. Maybe an upper class place is an open room
because it's trendy and makes patrons feel like they're
slumming a bit.
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3. Entrances and Exits
Entrances and exits are a strategic mapping decision as
well:
- Access. Greater access, such as a street entrance, means
more walk-in and spontaneous foot traffic. It also means
less privacy for those who want their comings and goings out
of the public eye. For PCs, greater access means more
difficulty keeping their movements undetected and catching
fleeing opponents.
- Location. Front, rear, or side door? Front access makes it
easier for customers to find the place and allows a public
facade for catching the eyes of passersby.
Side doors can offer prestige to patrons who qualify to
enter, if operated in that fashion, or they can provide
private access. Side doors are good for staff and suppliers
to use so they don't get in the way of patrons.
Rear doors have a reputation for privacy, secrecy, escape
routes, and alley access (where there's often garbage and
offal). It's also a place for staff to take their smoke
breaks, eject unruly customers, and have whispered
conversations.
On your maps, by default, craft a front and rear exit. More
interesting designs might offer one or more side doors and
additional exits depending on your adventure needs.
Multiple exits provide more retreat options for your
villains and foes. They also allow more entry options for
PCs. The locations of access points affect future battles as
well. An ambush against PCs exiting into a narrow alley is a
different combat than against PCs in the middle of a wide
street.
- Size. Door size depends on function and need. Folks prefer
to have lots of room when entering and exiting. What
constitutes lots of room varies by race, and creates
interesting mapping and design opportunities.
The Half-Pint Bar & Grill might specialize in serving
halflings, and this is quickly communicated by the small
door that larger races have to stoop or crawl through.
Tactically, larger races need to squeeze through to enter,
which might be interesting during combat situations.
Suppliers and mounts might need larger portals. It's
difficult rolling large ale barrels through narrow openings,
and horses don't crawl. In addition, large entrances such as
double doors and grand archways speak to the class and
prestige of the business, and therefore to the class and
prestige of its patrons.
Extreme sizes make things interesting for PCs. Very short or
narrow spaces might prevent PCs in big armour with large
weapons or large equipment from entering. Wide portals give
opponents more chances to slip by, possibly even avoiding
attacks of opportunity. Tall portals give climbers and
flyers easy access.
- Speed. Narrow entrances and exits might get clogged with
traffic or require squeeze actions, slowing PCs or their
opponents down. If you plan a villain encounter at a
business location but are worried about his survival, give
them speedy, accessible exits in case they need to flee.
Return to Contents
4. Lighting
Lighting is important and greatly affects mapping. Lots of
light creates a bright, pleasant atmosphere. Too much light
or sharp light creates a stark, uncomfortable atmosphere.
Low light can be romantic, dangerous, or frustrating because
it's hard to see or read.
Windows provide natural light during the day, and sunlight
is free (i.e., less expensive than lamp oil), so map out
tables and booths to be near windows. Fireplaces also
provide a wide ray of light, so many places will create
clear line of sight to hearths to help provide illumination.
Fireplace smoke usually goes up the chimney or out the
ceiling hole with little spread.
Lanterns are usually cleaner burning, but expensive. They
pose a greater fire danger than fireplaces, so they're often
posted high or few and far between, which means seating
needs to be closer together to take advantage of the light.
Torches and candles are cheap, but smokey, so having to rely
on lots of those for light means a smoke-clogged room. They
do allow a more spread out or spacious layout, because it's
easy and not too expensive to illuminate things table by
table.
More expensive candles or small lanterns provide private,
clean-burning light sources that allow better-class
establishments to offer private layouts.
Window seats are not private or secure. However, smart
business owners will seat folks at windows to make the place
look busy, social, and popular. Eating or drinking at an
empty place is boring and sometimes uncomfortable. During
the day most owners will want to keep window blinds and
shutters open to let in free, natural light.
Therefore, map out rooms, tables, and booths to be near
windows, but also create a few, more private locations away
from the public eye or insecure access.
Big windows and skylights are great for light, comfort,
visual interest, and cheery atmospheres. They are also
expensive (think bar brawls), so map big windows out only
for peaceful places. Glass might not be available in your
world, or it might be expensive. Poor places will have small
windows or openings to retain heat and keep costs down.
Mapping windows gives you some messaging opportunities. Big,
open windows, skylights, and sunrooms (where the walls are
glass too) communicates openness, freedom, and power. Small
windows, lack of windows, and windowless holes for light and
air communicate secrecy, poverty, and passive hostility.
You might, for example, place a thieves' den in a restaurant
with many large windows for a twist or to subtly communicate
power. A headquarters for agents of law and good that is
small and windowless would be another neat twist.
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5. Details and Variations
Floors communicate much about the establishment. Solid,
expensive flooring is expected by upper class patrons.
Middle class just want stable footing. Lower class prefer
cheap prices and will put up with any flooring, such as dirt
and straw.
Some floor materials are easier to clean than others. This
creates an expense for some owners, and a hazard for others.
Slippery footing adds an exciting element to brawls and
combats.
Floor leveling is another design quirk option. Poor
foundations, bad construction, and catastrophe are some of
the ways floors can twist or sink, creating low and high
points. Buckled floors create tripping hazards. Weakened or
unsupported floors can give way or be stepped through at
unexpected - and often the worst - times.
Don't forget about the roof. Though most of the action in
your business encounters and scenes will take place indoors,
roof design is important if the PCs have climbers, flyers,
or spies.
Steep roofs, often used in areas with high snowfall, present
greater climbing challenges, as do smooth and wet ones.
Metal, thin, and creaky roofs are more difficult to tread
without making noise. Thick roofs and high ceilings are
harder to hear through.
Many taverns and inns have private rooms and exterior
buildings. These areas provide privacy and encounters where
there aren't pesky crowds. They are also good places to
store or hide things.
Some places might sport grand or unusual features that
require special mapping, such as fountains, indoor gardens,
sculptures, fighting pits, or open kitchens. Keep in mind
their primary benefit to the business, and map accordingly.
For example, if they are crowd pleasers then they should be
front and center in the main room or entrance area.
Return to Contents
GameMastery Battlemat Series
Save time mapping by using these laminated, wet/dry erase,
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Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Session Debriefing Template
From: Joachim de Ravenbel
Here is my session debriefing template. I use it to track
attendance, NPCs met, locations visited, events, and special
notes.
Here's an example, filled out, in PDF format
Return to Contents
2. Planet Builder Spreadsheet
From: Matthew Selznick
Here is a very technical Excel spreadsheet for working out
the properties of your solar systems, celestial bodies,
satellites, and more.
Planet Builder (Excel 110 KB)
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3. Considerations For Designing A Stronghold
From: Syd Halterman
re: Roleplaying Tips Issue #160
The tips on building/designing a starship from Issue #160
made me think of some interesting ideas in my fantasy
campaign (D&D). Specifically, about strongholds, castles,
keeps, towers, etc.
The characters in my campaign have decided they are going to
build a stronghold as a base of operations. They are working
on acquiring the necessary funding, and choosing a suitable
location; you can't just build anywhere.
The method we are using for the design is to decide what
things we need in it - bedrooms, kitchens, guard barracks, a
smithy, a wizard's research lab, towers, etc. - before we
even draw the first line on a map of the building. By the
way, the Stronghold Builder's Guidebook by WotC is excellent
for this.
As I was reading about the design of starships, I also
thought about the design of strongholds. What if the
stronghold was built by hobbits, halflings, or gnomes?
Wouldn't everything be built on a smaller scale?
What about hill giants? Or stone giants? Considering the
race that built a stronghold can give an idea of how big
everything could be.
The typical human stronghold would have hallways that are 5
feet wide, except at entrances or wherever a 'grand' feeling
is desired. But most giants would feel a little cramped in a
5 foot wide hallway. So 10 feet might be the standard. If
they were bigger, maybe stone giants, the average hallway
would be 15 feet wide.
Also, the height of the ceilings and therefore the
roof/upper floors would be much higher. For that matter,
everything - furniture, pictures, eating utensils -would be
scaled up for larger occupants. The characters could get a
real 'Alice in Wonderland' feeling.
By the same token, a castle built by gnomes or smaller folk
could get the characters feeling like they are in a doll
house - except the 'dolls' are probably a good fight!
So, the considerations for designing a stronghold either for
the characters to build/own or for the site of an adventure
would be:
- Size and race of the builders
- How elaborate/simple is the place?
- A palace/mansion for a king/noble
- A simple guard tower for a road toll plaza
- A residence for a retired (and probably wealthy)
adventurer
- Use of the stronghold (similar to item 2 but with more
detail)
- Research for a wizard/alchemist
- A temple for a paladin/priest
- Furnishings
An adventurer will likely have trophies (weapons, magic
items) on the walls. A king would have art to impress
visitors. A wizard would have room after room filled with
books. This is the icing on the cake.
All of these things could be summarized into a paragraph
before you draw the first map or place the first wall.
Keep up the great advice!
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
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