TEXT: People are Interested in People 
  Encounters 
  Location 
  • 
  Danger 
  • 
  High 
  • 
  Fast 
  • 
  Sharp 
  • 
  Traps 
  • 
  Ambush 
  • 
  Awkward 
  • 
  Beauty 
  • 
  Don’t damage the foliage 
  Weather 
  • 
  Temperature 
  • 
  Wind 
  • 
  Precipitation / fog 
  • 
  Weird – ball lightening 
  Lighting 
  • 
  Dark / dull / bright / too bright 
  • 
  Colour 
  • 
  Strobing / varying / disappearing 
  Footing 
  • 
  Helpful 
  • 
  Hindering 
  • 
  Levels 
  • 
  Vehicles / moving 
  Time Limit 
  • 
  Success required before a certain time 
  • 
  Failure occurs after a certain time 
  • 
  Things change after a certain time 
  Second challenge 
  • 
  Cut off escape 
  • 
  Multiple foes / riot 
  • 
  Mental + physical challenge 
  Props / Extras / Scenery 
  Carrot on a stick – reward out of reach 
   
  Encounters and the Plot 
  • 
  Plot development – players feel the 
  encounter develops the plot 
  • 
  World development – reveals something 
  about the world 
  • 
  Character development – reveals something 
  about the PCs 
  • 
  NPC development – reveals something 
  about an NPC 
  • 
  Tactics 
  • 
  Motives 
  • 
  Foibles 
  • 
  Tea with the evil wizards Mum 
  • 
  Break the mood 
  • 
  “if they yawn, roll initiative” 
  • 
  Combat 
  • 
  Romance 
  • 
  Conversation 
  • 
  Humour 
  • 
  Give an encounter more than one purpose 
   
  Features of the game 
  • 
  PC skills  
  • 
  PC classes  
  • 
  Type, goals and plans of villain or enemy  
  • 
  Campaign setting terrain  
  • 
  The victims, employer, or story catalyst  
  • 
  PC equipment  
  • 
  Rewards, treasure, magic items  
  • 
  NPCs, relationships  
  • 
  Nature of missions, jobs,  or adventures  
  • 
  Technology  
  Descriptions 
  Show don’t tell 
  • 
  Don’t state an attitude – show it with 
  word and deed 
  • 
  Setting: props, scenery, extras: how can 
  these demonstrate attitude 
  Visualise before you speak 
  • 
  Take 10 seconds 
  • 
  Think of Movie / Game / Fly through 
  view 
  Player specific descriptions based on PC interests 
  Delay with details in the beginning and middle 
  Save the best for last 
  6 senses 
  • 
  3 details for a glance 
  • 
  5 details for a look 
  • 
  7 details for inspection 
  Speech: tone, pauses, pacing 
  Unrelated campaign details 
  • 
  Current events 
  • 
  Random goings on 
  • 
  Not so random goings on 
  • 
  Weather 
  • 
  Flora and fauna 
  • 
  Props, scenery, extras 
   
  The Art of Providing Evasive Answers 
  Use appropriately 
  • 
  NPCs 
  • 
  Divination and prophecy 
  • 
  Not rules, or PC’s eyes and ears 
  Metaphors and similes 
  • 
  Direct – the king is a plague on the land 
  • 
  Indirect – my sword shall dog my foes 
  • 
  Obscure – secrecy locks the gate to 
  friendship 
  + follow it up with a question / greeting / challenge 
  Answer with a question 
  • 
  The answer to this question answers the 
  PC’s question 
  • 
  Question is deliberately challenging or 
  evasive 
  Answer a few steps ahead 
  • 
  Where is this line of questions going 
  • 
  Answer the question a few steps forward 
  Half answer 
  Don’t answer – run 
  Body language (if the NPC would use it) 
   
  Improvisation - Art 
  Know the finale 
  Let them go off on tangents 
  • 
  Return to main plot when and if able to 
  • 
  Be flexible with time scale.  Nick of 
  time is when they arrive 
  • 
  Replant the plot to the new location 
  “illusion of freewill” 
  • 
  Plant clues in the new tangent 
  Let the heroes lose 
  Steal player ideas if they discuss what could be next 
  If you’re stuck 
  • 
  Take time out 
  • 
  Admit you haven’t planned for this 
  • 
  Ask the players what they think you 
  should do from here 
  It’s OUR plot not MY plot 
  Encourage and describe feelings don’t state them 
      “chill runs down your spine” not “you’re afraid” 
  Never force a player action (and if they’re being 
  mind controlled, allow them to role play it.) 
  Rewards 
  Non monetary 
  • 
  Lands / House 
  • 
  Services / training 
  • 
  Titles, Status, Epithets, Nick names 
  • 
  Reputation, name, ego rub 
  • 
  Promises, fealty, love or respect 
  • 
  Relationships, servants, marriage offers, 
  fans and groupies, enemies, patrons, DNPCs 
  • 
  Duties 
  Exotic foods 
  • 
  Meats 
  • 
  Herbs and spices 
  • 
  Drinks 
  • 
  Treats and sweets 
  • 
  Nuts and berries 
  Beasts / Monsters / Trophies 
  • 
  Fur / hides / scales 
  • 
  Claws and teeth 
  • 
  Skulls and horns 
  Strange materials 
  • 
  Normal things with cosmetic differences 
  • 
  Silk not cloth 
  • 
  Teak not wood 
  • 
  Bronze not iron 
  Art 
  Named items 
  Other monies 
  • 
  Gems 
  • 
  Poker chips 
  • 
  IOUs / bond certificates / gift certificates 
  • 
  Cancelled debts 
  Spells or info 
  • 
  Sheet metal (Make sure to vary the metals) 
  • 
  Tattoos  
  • 
  Clay tablets  
  • 
  Burned into wood  
  • 
  On the backs of paintings  
  • 
  Rawhide  
  • 
  Soft leather  
  • 
  Book covers  
  • 
  Engraved onto armour  
  • 
  Glass tablets  
  • 
  Metal tablets/bars  
  • 
  Directly on walls  
  Spot light time 
  • 
  Not necessarily in the character’s speciality 
  • 
  Always roleplaying / developing 
  background / character / NPC 
  Cinematic points to be traded in for cinematic stunts 
  Their turn to GM / serendipity / wish list 
   
  Improvisation - Science 
  Start at the ending 
  Face down the demon 
  Work backwards 
  Magery backfire 
   
   
  Investigate mage collecting X 
   
   
  Need to get X themselves 
  Add a twist 
  Hired by demon flunky so PCs 
  will cause the backfire 
  Plant clues to the twist 
  Give NPCs personalities 
  Use averages for stats (max’s for bosses) 
  Continuity 
  • 
  Write stuff down 
  • 
  Go for constant cinematic realism 
  Balance 
  • 
  Start small then re-enforce 
  • 
  Overkill and have the PCs work out how to 
  back out 
  • 
  Fudge dice rolls 
  • 
  Let the PCs lose 
  
  How Can I Funk With Their Minds Today 
  How to fix botched encounters 
  Take a break 
  • 
  Regroup your thoughts 
  • 
  Talk to players about options 
  Dream up ideas 
  • 
  Stream of consciousness 
  • 
  Write 
  • 
  Talk to players about options 
  Give the encounter something new 
  • 
  Hook 
  • 
  Give the encounter a purpose 
  • 
  Give the PCs something to fight for 
  • 
  See table of player wants 
  • 
  See encounters table 
  • 
  Re-enforcement / new dangers 
  Give the NPCS a new feature 
  • 
  Tactic 
  • 
  Go cinematic 
  Re describe scenery / props / extras 
  lights / camera / action 
  Re introduce 
  • 
  State you’re going to try to make it more 
  interesting 
  • 
  Sudden turn for worse or better 
  • 
  Explainable change of features 
   
  Things that make a campaign better 
  • 
  Recurring NPCs 
  • 
  Hierarchy of Evil ™ interacting with PCs 
  • 
  Foreshadowing and symbolism 
  • 
  PC / NPC / Plot / World development 
  • 
  Relationships 
  • 
  An overall goal 
   
  Plot Features 
  NPC 
  • 
  Background 
  • 
  How did they get from there to here 
  • 
  Good at 
  • 
  Bad at 
  • 
  Blind spots 
  • 
  Evil aren’t all evil 
  • 
  Good aren’t all good 
  • 
  Mundane aren’t all mundane 
  • 
  Looks / Mannerisms 
  Scenes and speeches 
  • 
  Boxed text (player passive) 
  • 
  Points you must get across 
  • 
  Good turns of phrase 
  • 
  Ideas of how to vary plot for predictable PC 
  induced alterations 
  Background 
  • 
  People.  Make it about the people 
  • 
  Who’s involved 
  • 
  Motivations 
  • 
  Interactions – with NPCs and PCs 
  • 
  How to and what if they fail or succeed 
  Clues, Leads, Plot hooks 
  • 
  Flexibility 
  • 
  Duplication and repetition 
  • 
  Where When Why What Who How 
   
  Improvised Encounters 
  When an improvised encounter is needed –the players 
  are bored, or have done something unexpected, imagine 
  • 
  Most Obvious 
  • 
  Most Surprising 
  (mess with their goals 
  • 
  Most Challenging 
    /identity/worldview) 
  • 
  Most Pleasing 
  And choose the one that will best please those involved
  Plot Twists - types 
  Cosmetic changes only  
  • 
  Prince kidnapped by evil warlord 
  Complete reversal 
  • 
  Evil princess keeps wizard locked in 
  tower 
  How many ?!  
  • 
  10 wizards trying to kidnap 1 princess 
  • 
  1 wizard trying to kidnap 10 princesses 
  • 
  10 wizards trying to kidnap 10 
  princesses – but only 1 counts 
  Bait and Switch 
  • 
  Someone or ones are not who they 
  appear to be (or think they are) 
  Amateurs, Damn Amateurs 
  • 
  Because of incompetence something’s 
  gone wrong 
  Humour – weird or funny side effect of plot 
  • 
  Princess wants to marry rescuer. 
   
  Clues 
  Use of clues 
  • 
  Any kind of mystery or secret 
  • 
  Reveal the powers of magic / technology 
  • 
  Reveal special abilities of monsters/ foes 
  • 
  Foreshadowing / Use as warnings 
  • 
  Use them as plot hooks 
  • 
  Turn a plotline into a character-driven 
  story: rather than having a bunch of 
  scheduled events which lead the PCs 
  through the adventure, plant clues to 
  generate player interest and desire to 
  proceed 
  Define the secrets to be revealed 
  • 
  Plot 
  • 
  NPC 
  • 
  Hierarchy of Evil 
  • 
  Relationships 
  • 
  PC secrets 
  Write down every clue you can think of 
  • 
  People Places Things 
  • 
  Who What Why Where When How 
  • 
  6 senses 
  Repeat for each sub clue 
  Work out which are: 
  • 
  Helpful 
  • 
  Essential 
  • 
  Distracting 
  Divide into: 
  • 
  Clear and easy placement 
  • 
  Easy to improvise placement 
  • 
  Don’t know 
  Highlight any essential don’t know clues so you 
  remember to look for how to get them in 
   
  Choices 
  Don’t render PC choices meaningless 
  • 
  If offered, make it matter 
  • 
  If it won’t matter, skim over it 
  • 
  Point out there is a choice  
  Change the nature of the choices 
  • 
  �/� Cost 
  • 
  �/� Reward 
  • 
  �/� Available choices 
  • 
  Link to another encounter/NPC/PC 
  • 
  De-link to another encounter/… 
  • 
  Change how the choice affects the party 
  • 
  Change who in the party the choice 
  affects 
  • 
  Choice directly vs indirectly affects the 
  party 
  Plot Twists – how to 
  Divide into steps and twist each step 
  • 
  Encounter – make more interesting 
  • 
  Plot – change nature of plot 
  • 
  Campaign – change campaign features or 
  PC motives 
  Change nature of props / scenery / extras 
  • 
  Appearance / Illusion 
  • 
  Misdirection / misinformation / sabotage 
  • 
  Systems failure 
  • 
  Wrong target 
  Combine two stories 
  • 
  Create story line A 
  • 
  Create story line B 
  • 
  Work out why for each 
  • 
  Swap the why’s and see what emerges 
  Don’t twist too often 
  Twist in PCs favour sometimes 
   
  Plot Hooks 
  Grab their attention 
  • 
  Dramatic 
  • 
  Threatening 
  • 
  Confrontational 
  • 
  Serendipitous 
  Point out there’s something in it for them 
  • 
  Healing  
  • 
  Information  
  • 
  Revenge  
  • 
  Favours from friends, leverage over enemies 
  • 
  A present for a birthday  
  • 
  Equipment  
  • 
  A new skill, spell or tech 
  • 
  Family  
  • 
  Job/income  
  • 
  New mystery to explore 
  • 
  Opportunity to roleplay 
  Call to arms 
  • 
  Direct action towards them 
  • 
  Thrill of the chase 
  • 
  Time limit on taking action 
  • 
  Sixth sense fudge 
  Give the players options 
  • 
  Or at least let them work out what’s 
  happening as their options dry up 
  • 
  Adapt your hook so it happens anyway 
  “illusion of free will” 
  Hook can happen to a PC – will provoke an action 
  Hook can happen around a PC – provoke a reaction 
  • 
  Riot 
  • 
  Rumour 
  • 
  Background event 
  • 
  Foreground event 
  • 
  Props / Scenery / Extras 
  • 
  Grey areas of morality 
  Recycle existing game elements 
   
  Conflict – Narrow Focus Lens 
  • 
  Fight – direct confrontation / traps / capture 
  • 
  Hide – avoid / divert attention / infiltrate 
  • 
  Run – escape / buy time / chase 
  • 
  Deal – negotiate / bluff / intimidate (blackmail) 
   
  Conflict – Wide Focus Lens 
  • 
  Mislead – activities / goals / other interactions 
  • 
  Investigate – dig up dirt / discover plot 
  • 
  Competition for influence with third party 
  • 
  Taking Hostages – people / things / information 
  • 
  Call in the cavalry 
  
  A Story is Made or Broken by its Villain 
  Villains 
  Villain Tactics 
  Interesting Villains 
  Answering questions 
  Goal 
  • 
  The villain has a different view of good and evil 
  Motivation 
  • 
  Answer a question with a question 
  • 
  Things the party does wrong, the villain does right 
  Background to motivation 
  • 
  Villains can lie 
  • 
  Makes allies 
  Method 
  • 
  (and then follow up with a question) 
  • 
  Sides with the law when the party don’t 
  Look the part 
  Ask a question then be silent.   
  • 
  Fixes the problems the players create => popular 
  Resources 
   
  “He who speaks first looses” 
  • 
  Gathers intelligence 
  Ending 
  Be on the PCs side… but 
  • 
  Gets there first 
   
  • 
  Don’t tell them everything 
  • 
  Weakens PC / NPC relationships 
  Writing Effective Villains 
  • 
  Lie about objectives or outcomes 
  • 
  Strengthens their own 
  Don’t hold back 
  • 
  My enemy’s enemy is my enemy 
  • 
  Romantic attachment to party 
  Don’t overdo it 
  Give the PCs (bad) choices not ultimatums 
  • 
  Villain is the source of  
  • 
  As evil as needed for the story 
  + assume the thing you want to be done will be 
  done, and give choices about how to do it 
  • 
  Services the players need 
  • 
  True to type, plots and ideas 
  • 
  Info 
  Manipulate the PCs 
  • 
  Don’t steal the limelight 
  • 
  Items 
  • 
  Family 
  • 
  Not all bad – still human foibles 
  • 
  Plot 
   
  • 
  Occupation 
  • 
  Blind spots 
  • 
  Relationships 
  • 
  Fatal flaws 
  Order of villainy 
  • 
  Money 
  • 
  Likeable characteristics 
  • 
  Seducer 
  Followers are expendable 
  Have a line of reasoning behind methods 
  • 
  Corrupter 
  Treasure 
  Plan the villains demise 
  • 
  Merchant 
  • 
  If the NPC has cool stuff, use it 
   
  • 
  Torturer 
  Quick and Dirty Villains 
  • 
  Especially if it has shots 
  • 
  Murderer 
   
  Thinking 
  Give the a % chance of success 
  • 
  Monsters can use clever tactics 
  Strengths and weaknesses 
  • 
  Maybe be nice to the players for a change 
  • 
  May figure out PCs tactics 
  • 
  Behavioural (intimidating stare, flinches easily)  
  • 
  Reputation for being wonderful 
  • 
  Can Bluff 
  • 
  Physical (incredible strength, poor vision)  
  • 
  Be a thorn in PCs side just to be malicious 
   
  Home field advantage / tactics 
  • 
  Mental (always cool, genius, fear of snakes)  
  • 
  Entrances 
  • 
  Political (Emperor is ally, merchants are enemies)  
  NPC Goals 
  • 
  Escape routes 
  • 
  Economic (healthy bank account, poor credit)  
  • 
  Army (or avoid it) 
  • 
  Alarm systems 
  • 
  Social (people never suspect, shy around ladies)  
  • 
  Avoid attracting attention 
  • 
  Barricades 
  • 
  Military (large, well-trained army, poor general)  
  • 
  Avoid becoming scapegoat 
  • 
  And traps on the barricades 
  • 
  Family (mother is Queen, must protect his sons)  
  • 
  Attract Attention 
  • 
  Traps 
  • 
  Special (spells, the force, delusions of intuition)  
  • 
  Be as passive aggressive as possible 
  • 
  Deliberately misleading trails 
  Point form plan 
  • 
  Build a better mousetrap 
  • 
  Ambushes 
  • 
  Start at goal 
  • 
  Defend against political enemies 
  • 
  Guerrilla tactics 
  • 
  Work back to achievable 
  • 
  Dig up dirt on enemies 
  • 
  Split the PCs up 
  • 
  Now you have a plot 
  • 
  Family man 
  • 
  Secret passages allow the PCs to be 
  surrounded  
  Create a number of the above 
  • 
  Fix specific family problem 
  Mesh the plots together 
  • 
  Get a better job 
  • 
  If winning push on 
   
  Hierarchy of Evil 
  • 
  Gossip – either do or avoid 
  Run away, revenge later 
  • 
  Impress people 
  • 
  If the PCs retreat, make them pay 
  Decide on goal 
  Goals 
  • 
  Impress superiors 
  • 
  Has to be something to interest the PCs  
  • 
  Power and conquest 
  • 
  Impress the Joneses 
  • 
  Doesn’t have to be all bad or all selfish 
  • 
  Safety / Self Defence 
  • 
  Keep my job 
  • 
  Can choose a good goal that will twist later 
  • 
  Greed and money 
  • 
  Make a little extra cash 
  Arch villain 
  • 
  Achievement and prestige 
  • 
  Marriage 
  • 
  No single PC should able to defeat them 
  • 
  Seeking (forbidden) knowledge 
  • 
  Marry off children 
  • 
  PCs don’t have to know / recognise them 
  • 
  Food (+ little effort) 
  • 
  Marry up 
  Chief Lieutenants 
  • 
  Revenge 
  • 
  Money / Land 
  • 
  Personal goal / motivation 
  • 
  Cubs 
  • 
  Obsession with hobby / job / person / goal 
  • 
  Link to Arch Villain 
  • 
  Sympathy / love 
  • 
  Pass on my wisdom 
  • 
  Can be tougher to deal with than the Villain 
  • 
  Compassion and conversation 
  • 
  Political standing 
  • 
  Arch Villain’s last line of defence 
  • 
  Survival 
  • 
  Power 
  • 
  Complex relationship with Arch Villain 
  • 
  Get the job done no matter what 
  • 
  Reputation 
  Cannon Fodder 
  • 
  Religious Mania 
  • 
  Eyes / Ears 
  • 
  Social Climb 
  • 
  Twisted code of honour 
  • 
  Mouth / Hands 
  • 
  Social standing 
  • 
  Sheer Malevolence 
  • 
  Lead PCs to the Lieutenants 
  • 
  Use job to get time for hobbies 
  This will define what the monsters are willing to 
  sacrifice, and how they act. 
  • 
  If they become a recurring NPC, 
  make them a Lieutenant 
  • 
  Wishing was in an alternate career 
   
  Goals may change mid encounter 
  Improvising NPC personas 
  Relationships 
   
  • 
  Cannon fodder want to become Lieutenants 
  • 
  Give any NPC a characteristic line or two.  Even 
  if you never use this piece of prepared dialogue, it 
  will help flesh out the character, and give you a 
  framework for their dialogue. 
  Antagonists 
  • 
  Lieutenants want to further own goals  
  / become a power in their own right 
  • 
  Noble 
  • 
  Arch villain have complex relations with Lts 
  • 
  Likeable 
  • 
  Can be weaknesses the PCs can exploit 
  • 
  Friends 
  • 
  Give NPCs a (single) personality trait (list below) 
  Evil flunkies make their masters look bad 
  • 
  Can help heroes 
  • 
  Cast an Actor or book character to play the NPC 
  • 
  PCs may hate the villains because of their 
  flunkies’ evil behaviour 
  • 
  Can save heroes 
  • 
  Don’t use a persona you’ll regret when they 
  (inevitably) become a recurring character.
  • 
  Goals differ from heroes 
  
  City numbers 
  Town of 10,000 
  • 90 people per acre 
  • ½ mile diameter 
  • 3d mins to cross 
  • 3 deaths, 3 births per week 
   
  Town types 
  • College town 
  • Agriculture / Fishing / Mining 
  • Market / Trading / On a trade route 
  • Defence / Military / Tactical 
  • Secondary industry 
  • Religion / Politics 
  • Tourist / Historical by-product 
   
  Town features and Buildings 
  • College, School, Academy, University 
  • Library, Museum, Art Gallery, Historic Site 
  • Church, Monastery, Temple, Graveyard, Shrine 
  • Prison, Stocks, Cages, Police station, Law Courts 
  • Palace, Mansion, Residence, Stately Home 
  • Ancient relic (known or unknown), Ruins 
  • Monument to Monarch, Conqueror, God, Hero 
  • Aqueduct, Viaduct, Sewers, Storm drains 
  • Bridge (long, tall, pylons), Arches, Tunnels 
  • Subterranean Labyrinth (natural?) 
  • Spring, Fountain, River, Lake, Dam 
  • Gardens, Fields, Arenas, Playgrounds, Parks 
  • Inn, Tavern, Cafe, Saloon, Way house 
  • Whorehouse, Gambling Dens, Seedy sections 
  • Crossroads, Town square, Town Hall 
  • Warehouses, Docks, Ports, Quays, Factories 
  • Shops, Merchants, Markets, Bazaars 
  • Cafés, Restaurants, Food Halls, Roadside Vendors 
  • Guilds, Meeting halls, Council Chambers 
  • City walls, Gates, other Defence structures 
  • Watchtowers, Lighthouse, Beacons 
  • Entertainment, Play houses, Theatres, Buskers 
  Plain 
  Crops 
  Down 
  Field 
  Grassland 
  Heath 
  Meadow 
  Moor 
  Pasture 
  Prairie 
  Savannah 
  Steppe 
  Tundra 
   
  Swamp 
  Bayou 
  Bog 
  Delta 
  Estuary 
  Fen 
  Mangrove 
  Marsh 
  Morass 
  Mudflat 
  (Quag)Mire 
  Quicksand 
  Slough 
  Wash 
  Wetland 
   
  Forest 
  Brush 
  Copse 
  Glade 
  Grove 
  Jungle 
  Rainforest 
  Scrub 
  Taiga 
  Thicket 
  Wood(land) 
   
  Mountain 
  Alp 
  Bluff 
  Cliff 
  Crag 
  Divide 
  Escarpment 
  (Foot)Hill 
  Height 
  Highland 
  Peak 
  Pinnacle 
  Range 
  Ridge 
  Slope 
  Table Land 
   
  Valley 
  Basin 
  Canyon 
  Chasm 
  Cleft 
  Crevasse 
  Dale 
  Dell 
  Fissure 
  Glen 
  Gorge 
  Gully 
  Hollow 
  Pass 
  Precipice 
  Ravine 
  Rift 
  Vale 
   
  Desert 
  Badlands 
  Desolation 
  Waste(land) 
  Wilderness 
  Dunes 
  Cave 
  Catacomb 
  Cavern 
  Chamber 
  Grotto 
  Labyr(inth) 
  Maze 
  Network 
   
  River 
  Aqueduct 
  Arroyo 
  Brook 
  Canal 
  Channel 
  Creek 
  Fjord 
  Flow 
  Rill 
  Runnel 
  Sound 
  Torrent 
  Tributary 
  Wadi 
  Wash 
  Watercourse 
  (Well)Spring  
  (Water)Fall 
  Cascade 
   
  Lake 
  (Mill)Pond 
  Dam 
  Lough 
  Lock 
  Mere 
  Overflow 
  Pool 
  Lagoon 
  Reservoir 
  Tarn 
  Waterhole 
  Ocean 
  Sea(side) 
  Deeps 
  Main 
  Shallows 
  Strait 
  Surf 
  Bay 
  Coast(line) 
  Beach 
  (Fore)Shore 
  Waterfront 
   
  City 
  Burg 
  Hamlet 
  Metropolis 
  Parish 
  Port 
  Settlement 
  Shire 
  Suburb 
  Town(ship) 
  Village 
   
  Castle 
  Barracks 
  Bastion 
  Citadel 
  Estate 
  Fastness 
  Fort(ress) 
  Fortification 
  Garrison 
  Keep 
  Lodge 
  Manor 
  Motte and Bailey 
  Outpost 
  Palace 
  (Strong)Hold 
  (Watch)Tower 
   
  Personality Traits 
   
   
   
   
   
  • 
  absent-minded 
  • 
  accommodating 
  • 
  ambitious 
  • 
  angry 
  • 
  argumentative 
  • 
  authoritative 
  • 
  awkward 
  • 
  bad tempered 
  • 
  bland 
  • 
  blithe 
  • 
  blunt 
  • 
  broad-minded 
  • 
  bureaucratic 
  • 
  cautious 
  • 
  charming 
  • 
  childish 
  • 
  cold 
  • 
  conceited 
  • 
  confident 
  • 
  conservative 
  • 
  contrary 
  • 
  controlling 
  • 
  corrupt 
  • 
  courageous 
  • 
  curious 
  • 
  deceitful 
  • 
  defiant 
  • 
  dependent 
  • 
  diplomatic 
  • 
  dissolute 
  • 
  distrustful 
  • 
  dithering 
  • 
  down-to-earth 
  • 
  dull 
  • 
  eager 
  • 
  easy-going 
  • 
  eloquent 
  • 
  emotional 
  • 
  energetic 
  • 
  enigmatic 
  • 
  excited 
  • 
  fearful 
  • 
  flamboyant 
  • 
  foolish 
  • 
  forgiving 
  • 
  friendly 
  • 
  generous 
  • 
  gossipy 
  • 
  graceful 
  • 
  greedy 
  • 
  gregarious 
  • 
  gruff 
  • 
  gullible 
  • 
  happy-go-lucky 
  • 
  histrionic 
  • 
  honest 
  • 
  icy 
  • 
  ideological 
  • 
  ignorant 
  • 
  incapable 
  • 
  intimidating 
  • 
  inventive 
  • 
  irresponsible 
  • 
  joyous 
  • 
  kind 
  • 
  licentious 
  • 
  loud 
  • 
  lustful 
  • 
  malicious 
  • 
  mean 
  • 
  meek 
  • 
  menacing 
  • 
  miserly 
  • 
  mournful 
  • 
  narcissistic 
  • 
  officious 
  • 
  overbearing 
  • 
  overconfident 
  • 
  paranoid 
  • 
  perky 
  • 
  petulant 
  • 
  pious 
  • 
  plain-spoken 
  • 
  pretentious 
  • 
  puritanical 
  • 
  quiet 
  • 
  rational 
  • 
  rebellious 
  • 
  reckless 
  • 
  resourceful 
  • 
  respectable 
  • 
  responsible 
  • 
  retiring 
  • 
  rugged 
  • 
  rustic 
  • 
  sacrificing 
  • 
  sarcastic 
  • 
  seductive 
  • 
  seething 
  • 
  self-effacing 
  • 
  selfish 
  • 
  self-righteous 
  • 
  sleepy 
  • 
  slick 
  • 
  slothful 
  • 
  smug 
  • 
  soft-spoken 
  • 
  stammering 
  • 
  stoic 
  • 
  stubborn 
  • 
  submissive 
  • 
  superstitious 
  • 
  surly 
  • 
  swaggering 
  • 
  taciturn 
  • 
  uncouth 
  • 
  unfazeable 
  • 
  unfriendly 
  • 
  unkempt 
  • 
  unpredictable 
  • 
  vacuous 
  • 
  violent 
  • 
  vivacious 
  • 
  voracious 
  • 
  wary 
  • 
  weird 
  • 
  whiny 
  • 
  wily 
  • 
  wise 
  • 
  witty
   
  Props - Scenery - Extras 
  
SOURCE: textdata/thevault/_GM Books/Impro Sheet (DM Tips).pdf