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 day | Science fiction |
|---|---|
| Bar (always) | Cantina (always) |
| Diner | Market deck |
| Police precinct; a sheriff's office in villages | Med-bay; a medical centre in cities |
| Hospital; a clinic in smaller towns | Docking bay; a hangar in smaller towns |
| Apartment block, office tower | Security post |
| Mall, nightclub, park | Hab block |
| Train station | Reactor |
| Garage, church | Transit hub |
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.