Continuing the discussion from How to write a series bible:
Item 8 in the checklist is a list of standing sets.
8 List of standing sets . Most series, especially three-camera sit-coms, have a set number of standing sets where the majority of the show’s action takes place. List these sets and provided thumbnail descriptions of each if they contain unique or unusual details.
In RPG campaigns we seldom use sets as such, though I do know a couple who had their house designed and built so that most of the downstairs was configurable with wide doorways, moveable walls and so on, the better to be used as a set in freeforms (“LARPS” in foreignspeak), which they enjoy and play a lot. They have standard ways to set their house up and dress the rooms for different freeform campaigns. {That sounds extravagant, but it doesn’t amount to a lot more room than a dink couple would occupy in that city anyway, and when they retire and want to sell it it will be a three-bedroom house with excitingly variable-geometry entertaining spaces.}
We do, however, sometimes run campaigns in which the PCs have a base of operations such as a precinct house, a castle, or a ship. And there is definitely something to be said for providing a set of floor plans or deck plans for those. Even if (like me) you seldom run gridded combat or room-by-room crawls, and therefore use only the quickest of sketch maps for adventure locations, floorplans &c. for the PCs’ base of operations get enough repeated use to amortise significant investment of time and effort.
I’ve only once drawn (and never got much use out of) deck plans of the spaceship that PCs rode, nor did I ever get the feeling that others spoke of that Serenity was a tenth central character in Joss Whedon’s Firefly. But I can definitely see that sort of thing happening in some campaigns. I have however twice supplied my character-players with the floor plans of castles that their characters got the lordship and occupancy of (basing one set on Warkworth and once on Rochester), at least three times I have supplied floor-plans of the palaces in which PCs served as retainers of the lord, and once I supplied floor-plans of the high-end boarding house in which the PCs lived. I feel that my effort was amply rewarded all six times. Apart from sometimes informing intrigue and mysteries, the specificity of spaces and spatial relationships, and the inclusion of detail such as where the servants lived and what could be seen from the windows of characters’ rooms seemed to make the PCs’ lives and circumstances feel more real and solid.
With such detailed places there go minor recurring NPCs, such as desk sergeants and majors-domo, whose consistent characterisation in even very small parts adds to the sense of reality a GM can achieve, besides offering PCs resources and features to make creative use of in play.