Towns, sites and dungeons Contents

Any era

Towns, sites and dungeons

What a present-day or sci-fi town has, the sites between towns, and the dungeons under them.

Towns

A town is built in its setting's style (a downtown or suburb, a colony or arcology) and filled with that setting's places. Each is a real building you can walk into, laid out room by room. Businesses are named for townsfolk from the world's name generator, civic places for the town. Engine

What a town can have

Present dayScience fiction
Bar (always)Cantina (always)
DinerMarket deck
Police precinct; a sheriff's office in villagesMed-bay; a medical centre in cities
Hospital; a clinic in smaller townsDocking bay; a hangar in smaller towns
Apartment block, office towerSecurity post
Mall, nightclub, parkHab block
Train stationReactor
Garage, churchTransit hub
Bigger towns are likelier to have each. The square and the docks are in every setting (a plaza; a concourse).

Places on the map

Sites between towns are the setting's own:

  • Present day: an abandoned factory, a bunker, a radio tower, a quarry, a motel, a farmhouse, a landfill, a military base.
  • Science fiction: a wreck, a derelict, an outpost, a relay, a mining rig, a crash site, ruins of an older civilisation, an anomaly.
  • Caves, monuments, camps and gates are in every setting.

Dungeons

A dungeon is its world's kind of place, drawn and written for it:

  • Abandoned Subway: a sealed stretch of line, closed for decades, where something still rides the dead tracks.
  • Storm Sewers: where something has been living off what the city throws away.
  • Dark Office Floors: three floors that went dark overnight.
  • Dockside Warehouse: far more floor under the ground than above it.
  • Closed Hospital Wing: shut after an outbreak, and the patients never left.
  • Dead Mall: closed for years, and the lights still come on at night.
  • Derelict Ship: adrift, its crew silent, something still moving on its decks.
  • Reactor Level: the bottom of a station, where the shielding is failing.
  • Abandoned Hab Ring: its colonists gone and their homes still lit.
  • Asteroid Mine: abandoned when the miners broke into something already there.
  • Freighter Cargo Hold: containers to the ceiling, and something got out of one.

Everything else about walking a dungeon is the same in any world. See Dungeons.

Fights in town

A fight that starts indoors is on the building's own plan; outside, on the town's real map: streets, parked cars to get behind, shop fronts.