Quick & Dirty – Locations

wasteland_storefront_by_mercenary_artist-d5q92sg

Used with permission from Robert Treherne
http://MercenaryArt.net

So your players have decided to ignore your well-crafted story line and travel off to some unexpected location following a completely unrelated clue you happened to mention as part of some flavor text.  Or perhaps they are traveling to a destination that was pre-planned, but suddenly want to take a vacation for a little rest, healing, and recuperation. You could just wave the potential fun away with a bit of flavor text, or you could try some Quick & Dirty creativity!

A simple roll of the FFG Edge of the Empire dice will soon solve many of our questions, and lead to additional possible narrative possibilities. All with just a hint of collaborative creativity between you and your players. This article assumes that you have a basic understanding of the Edge of the Empire game system.

Determine the Type of Location

In many cases, the Game Master will already know or have a strong idea about the needed location.  In these situations simply select the most appropriate location from the list below.  If the GM does not have a solid idea, or wants a roll or two to help generate creativity, then roll on the tables below. Game Masters should feel free to discard any results that clash with previous world building or with other rolls.  Some of the results, such as Aerial Location and Undersea Location, are intended to have the GM make a second roll on the full chart.  Other results have a sub-chart which should be used to further determine the nature of the location.

01 – 02         Abandoned / Derelict Location
03 – 04        Arcology
05 – 06        Archeological Site
07 – 08        Alien / Minority Cultural District
09 – 10        Bank / Financial Center
11 – 12          Barracks (Military / Security)
13 – 14         Bio-dome
15 – 16         City Square
17 – 18         Cultural Venue
01 – 10     Art Gallery / Studio
11 – 20     Artist Commune
21 – 30     Concert Hall
31 – 40     Gardens / Botanical Building
41 – 50     Historical Site
51 – 60     Library
61 – 70     Man-made Wonder
71 – 80     Museum
81 – 90     Outdoor Park
91 – 00     Theatre
19 – 20         Defensive Structures
01 – 20     Artillery Batteries
21 – 40     Bunker / Castle / Fortification
41 – 60     Defensive Wall
61 – 80     Shield Generator
81 – 00     Tower
21 – 22         Educational Location
01 – 25     Library
26 – 50     Military / Security Academy
51 – 75     School / University / College
76 – 00     Scientific Research Laboratory
23 – 24        Elevated Location
25 – 26        Entertainment Venue
01 – 10     Bar / Tavern / Cantina / Restaurant
11 – 20     Casino / Betting Parlor
21 – 30     Cinema / Theatre
31 – 40     Circus / Carnival
41 – 50     Comedy Club
51 – 60     Concert Hall
61 – 70     Den of Vice / Brothel / Strip Club
71 – 80     Playground / Amusement Area
81 – 90     Race Track
91 – 00     Sporting Arena
27 – 28       Factory / Manufacturing Plant
01 – 05     Armor
06 – 10     Black Market
11 – 15     Chemical
16 – 20     Clothing
21 – 25     Communication
26 – 30     Cybernetics
31 – 35     Droid
36 – 40     Electronics
41 – 45     Entertainments
46 – 50     Holo-vids
51 – 55     Housewares
56 – 60     Luxury Goods
61 – 65     Music
66 – 70     Pharmaceuticals
71 – 75     Planetary Vehicles
76 – 80     Processed Foods
81 – 85     Security / Surveillance
86 – 90     Small Arms
91 – 95     Survival Gear / Sporting Goods
96 – 00     Starships
29 – 30       Government Building
01 – 10     City / Municipal Bureaucracy
11 – 20     City / Municipal Security
21 – 30     Embassy / Consulate
31 – 40     Palace / Governor Estate
41 – 50     Parliamentary / Senate Compound
51 – 60     Planetary Bureaucracy
61 – 70     Planetary Security
71 – 80     Prison / Detention Center
81 – 90     Sector Bureaucracy
91 – 00     Sector Security
31 – 32         Holo-vid Recording Studios
33 – 34        Hospital / Medical Facility
35 – 36        Hotel
37 – 38        Junkyard
39 – 40       Livestock Market
41 – 42        Living Quarters
43 – 44       Mansion / Estate
45 – 46       Mega-High Rise Location
47 – 48       Organizational Headquarters
49 – 50       Outdoor Street Market (Permanent)
51 – 52       Outdoor Street Festival (Temporary)
53 – 54       Planetary Vehicle Sales Lot
55 – 56       Public Mass-Transportation
57 – 58       Rooftop Location
59 – 60       Religious Location
01 – 10     Church / Temple
11 – 20     Crypt / Mortuary
21 – 30     Graveyard
31 – 40     Historical Religious Site
41 – 50     Mithraeum
51 – 60     Monastery / Convent
61 – 70     Mystic / Fortune Teller
71 – 80     Religious Educational Location
81 – 90     Seminary
91 – 00     Shrine
61 – 62        Resource Extraction & Conservation
01 – 10     Desalination Plant
11 – 20     Gas Harvesting
21 – 30     Moisture Farm
31 – 40     Mining Facility
41 – 50     Oil / Liquid Resource Refinery
51 – 60     Oil / Liquid Resource Well
61 – 70     Power Plant / Energy Generation
71 – 80     Reclamation Facility
81 – 90     Recycling Facility
91 – 00     Quarry
63 – 64        Ruins
65 – 66        Satellite Up-link station
67 – 68       Sewer System
69 – 70       Shopping Mall / Center
71 – 72        Slums & Ghettos
73 – 74       Spaceport
75 – 76       Space Location
77 – 78       Space Station
01 – 25     Commercial
26 – 50     Military
51 – 75     Scientific
76 – 00     Shadow Port
79 – 80      Specialty Store
01 – 05     Armor
06 – 10     Black Market
11 – 15      Clothing
16 – 20     Communication
21 – 25     Corner Market
26 – 30     Cybernetics
31 – 35     Droids
36 – 40     Electronics
41 – 45     Entertainments
46 – 50     Grocery
51 – 55     Holo-vids
56 – 60     Housewares
61 – 65     Luxury Goods
66 – 70     Music
71 – 75     Pharmacy / Medical Supplies
76 – 80     Property
81 – 85     Security / Surveillance
86 – 90     Small Arms
91 – 95     Survival Gear / Sporting Goods
96 – 00     Mixed Goods
81 – 82       Starship Graveyard
83 – 84      Starship Sales Lot
85 – 86      Offshore Platform / Waterborne
87 – 88      Outdoors
01 – 05     Aerial Location
06 – 10     Arctic Location
11 – 15      Beach
16 – 20     Beach Location
21 – 25     Conservatory / Game Preserve
26 – 30     Desert
31 – 35     Desert Location
36 – 40     Farmland
41 – 45     Farmland Location
46 – 50     Forest
51 – 55     Forest Location
56 – 60     Jungle
61 – 65     Jungle Location
66 – 70     Mountain
71 – 75      Mountain Location
76 – 80     Natural Wonder
81 – 85     Oasis
86 – 90     Oasis Location
91 – 95      Swamp
96 – 00     Swamp Location
89 – 90      Slave Market
91 – 92       Underground Location
93 – 94      Undersea Location
95 – 96      Vacation Resort
97 – 98      Warehouse / Storage
99 – 00          Zoo
 

Assembling the Dice Pool

This system is intended to interact, interlock, and scale with other articles in the Quick & Dirty series.  If you have already created the Star System using the Quick & Dirty system, you should already know the Population rating of the system.  Split that rating amongst the various Cities and Colonies in the system and choose which Colony this location is within.

If you are starting your world building at the Location scale, you will need to determine the Population size of the City or Colony that it inhabits.  This rating will be reflected in the number of Skill Dice that should be rolled to determine the size of the location.  The larger the Population of the surrounding town, the more likely the building is to be bigger as well.

Most of the entries in the list above should be scaled in title based upon the size of the location.  A School might be considered a Regional School, College, or even a University depending upon the size.  Likewise, a place of worship could be a small Chapel, Church, Temple, Cathedral, or Grand Cathedral based upon the size of the location.

EotE Skill Die Icon                            Small Village, Colony, or Outpost
EotE Skill Die IconEotE Skill Die Icon                        Average size Town, Colony, or Large Outpost
EotE Skill Die IconEotE Skill Die IconEotE Skill Die Icon                    Average sized City or Large Sprawling Population
EotE Skill Die IconEotE Skill Die IconEotE Skill Die IconEotE Skill Die Icon                 Massive City or Large Urbanized Region
EotE Skill Die IconEotE Skill Die IconEotE Skill Die IconEotE Skill Die IconEotE Skill Die Icon              Mega-City or Massively Urbanized Area
 

Difficulty Dice are added to the dice pool based upon the interference of local governments and their policies.  The more draconian the local powers that be, the less likely the building will have any significant size without bribes and corruption playing a hand.  This interference should be based upon a long cultural bias or historical concerns.  New and short lived concerns should be reflected in Setback Dice.

EotE Difficulty Die Icon                           Laissez Faire Society with Few Rules & Regulations
EotE Difficulty Die IconEotE Difficulty Die Icon                       Average Level of Government Bureaucracy 
EotE Difficulty Die IconEotE Difficulty Die IconEotE Difficulty Die Icon                   High Interference from Local Governments  
EotE Difficulty Die IconEotE Difficulty Die IconEotE Difficulty Die IconEotE Difficulty Die Icon                Significant Amount of Government Interference   
EotE Difficulty Die IconEotE Difficulty Die IconEotE Difficulty Die IconEotE Difficulty Die IconEotE Difficulty Die Icon             Draconian and Pernicious System of Bureaucracy    
 

Boost Dice EotE Boost Die Icon can be added to the pool when short term policies, benefits, and government aid may increase the size of the location.  Perhaps the area has plenty of skilled labor or building materials?  Perhaps the location is in a prime area conducive to the intent of the property?  Perhaps there was a flurry of incentives or less bureaucracy when zoning was approved?  Each positive factor should increase the dice pool by one Boost die.

Setback Dice EotE Setback Die Icon should be placed into the dice pool when small or short term modifiers may reduce the size of the location.  Perhaps the area around the location is not well suited to its needs?  Is it too crowded, or too far from potential customers?   Perhaps there is not enough building materials of decent quality available locally?  Perhaps the only labor that can be found are enslaved jawas with poor eyesight?  Each negative factor should increase the dice pool by one Setback die.

Proficiency Dice EotE Proficiency Die Icon should be used to upgrade Ability Dice when there is a significant chance that a factor will increase the size or quality of the location.  Perhaps the owner is wealthy or influential?  Perhaps the location is the headquarters for a sector spanning organization?  Perhaps the location is the only game in town for what it does?  Each exceptional feature should upgrade one Ability die.

Challenge Dice EotE Challenge Die Icon should be upgrades from Difficulty dice when there is a likelihood that there is some problem or difficulty with the construction or layout of the location.  Perhaps the area around the location has been a complete wasteland of smoldering wreckage for a few decades?  Perhaps the owner is barely making ends meet, or is hated and reviled in the local community?  Perhaps there are similar coffee houses everywhere throughout town that makes better coffee than this location?  Each significant concern should upgrade one Difficulty die.

Adjudicating the Dice Pool

Once the dice pool is assembled, roll the dice and calculate the results normally.  Tabulate the degree of success or failure, the degree of advantage or threat, and the number of triumphs and despairs.  Once these totals are tallied, it is time to determine how this effects the building or location.

Successes will determine the size of the location as compared to other locations in the surrounding area.  A crowded city will often have smaller footprints as compared to a similar building out past the city limits.  A single success represents a standard sized building for the area.  More successes should be used to increase the size or ornamentation of the location, as best fits the situation.  Failures should denote a location that is smaller than what would be expected for the environment, or perhaps one that is less permanent.

Threats, Advantages, Triumph, and Despair should be determined by the player characters and the game master as a group, using as much creativity as possible.  Normally, the players would determine the Advantages and Triumph, with the GM choosing the Threats and Despair, but if the location is one that is in opposition with the party simply flip it around.  Players should always have the choice of what would be best advantageous for the party, even if that means that they need to select the Threats instead of the Advantages.

Possible advantages may include building modifications, better inventories, better security measures, or skilled non-player characters.  Possible threats could mean breaches in security, poorly designed structural supports, poor inventories, or an NPC that hinders the player’s designs.  Keep in mind, this is not a skill check and should be considered as a long term view of the location.  Short term considerations may be brought in with social or criminal skills.

Triumphs should be important bonuses to the location, but can include any option that could be applied with any number of Advantages.  Perhaps they just hired a brand new security team of former commandos?  Or perhaps the building just got a great shipment from Coruscant?  Maybe the building is owned by a cousin of a PC, who owes them a favor.

Despair should be truly problematic for the building.  Perhaps there is a security breach that just can’t be fixed or monitored?  Perhaps the building is mortgaged three times, and the owner is being foreclosed upon?  Perhaps the surrounding area has been completely ruined by the economy, and entire neighborhoods have become crime ridden wastelands?

Afterword

Whenever you design a location for your players, try to keep it interesting.  The charts above should be used just as a starting point.  Don’t simply have a generic warehouse #134 on a forgettable road.  Why not have a broken down warehouse at the edge of town, teeming with rodents and vermin.  The cracked plasti-steel windows are smudged and discolored, but would be perfect for watching people approach.  The rooftop sparks and hums with faint electrical current in the endless rain, sparks flitting out to puddles that pour off the sides of the flat roof and down the slightly sloping wall.

In short, use the imagination of you and your players to help build distinctive and unusual locations for your encounters.  Enlist their aid with determining the outcome of the dice roll, just like you would with any skill.  It helps to keep your players engaged and discover what they really want for their characters.  But most of all, when you get into a jam with your game… keep it Quick & Dirty!

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This entry was posted in AoR - Age of Rebellion RPG, EotE - Edge of the Empire RPG, Quick & Dirty and tagged , , , , , , , , , , , , , , , , , , , , , , , , , , , , . Bookmark the permalink.

3 Responses to Quick & Dirty – Locations

  1. I totally dig the d100 list of locations!

  2. Great work. I will definitely be using this list. 🙂

  3. Sophia says:

    Very interesting use of the dice system. Thank you, this will be useful.

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