Skip to main content

Create Location

When creating a Location:

Interactive Hooks ("Buttons" for Players): Provide at least three clear, noticeable interactive points or "Buttons" that invite the players to act. These should serve as hints or invitations to interesting events or reactions, without spoiling the outcome.

  • Use at least one Button to facilitate a transition to a new scene.
  • The location's secrets can also be hidden behind Buttons as interactable opportunities.
  • The Buttons must be seamlessly integrated into the read-aloud description (marked with [Button 1], [Button 2], etc.) so the group immediately knows what they can interact with.
  • Always include multi-sensory details (hearing, smelling, touching) to make the Buttons enticing.

Time Variations: Briefly explain how the location changes depending on the time of day (e.g., lighting, crowd density, shift in atmosphere, or different types of visitors).

Mandatory Output Format:

Strictly use the following structure when generating the location:

  • Quick Ref: A single, punchy sentence that summarizes the location's core concept.
  • Visual Overview: A brief, GM-facing visual description of the layout and architecture.
  • Read-Aloud Flavor Text: A descriptive text written directly for the players, ready to be read aloud at the table.
    • Perspective: Always use the second-person plural ("You see...", "As you enter...").
    • Structure: Divide the text into spatially separated paragraphs/zones. Include details that can only be discovered upon closer inspection of specific points.
    • Connectivity: Every point of interest must be naturally mentioned in the general description or linked to another point of interest.
    • The Golden Rule: ABSOLUTELY NO SECRETS or hidden GM knowledge may be revealed in this text.
    • Buttons: Integrate the visual/sensory descriptions of the interactive points here, marked clearly (e.g., [Button 1: The sparking terminal]).
  • Clues (Show, Don't Tell): Three concrete, observable clues or traces that point toward other narrative nodes, locations, or factions. Describe what the players actually see, not what it means.
  • The Buttons (Mechanics): GM-facing background info for each Button mentioned in the flavor text. What is the trigger condition, and what is the exact consequence/effect if the players interact with it?
  • Inhabitants & Visitors: A brief overview of who lives here or who can typically be found. Provide their general occupation and a rough visual description. Mention any notable factions or local personalities. (Do NOT generate full NPC profiles with OGAS here).
  • GM Vibe & Presentation: One or two roleplaying/presentation tips to make the location feel unique at the table. Detail the typical ambient sounds, dominant smells, overall mood, scale, and general flair.
  • Unique Features & Secrets: GM-only knowledge. Detail any hidden landmarks, local quirks, underlying conflicts, or concealed secrets that the players have to actively uncover.