Absolutely everything can provide inspiration for a creative endeavor—whether it’s writing, painting, or even game design.
I recently took a month and drove the entirety of Route 66—backwards, from Santa Monica to Chicago—and there is so much just here in the states that can ignite new ways of seeing or thinking about things. [Editor’s Note: Backwards, but not literally in reverse gear…] I visited three different cave systems over the course of the trip: the Grand Canyon Caverns, Onondaga Cave, and Meramec Caverns. Getting into the cool features and differences of each—state owned versus privately owned, dry versus wet, and so on—would take a blog post of its very own (comment if you’d like to see such a post!), but suffice to say that I learned quite a bit about what made each one unique. It gave me a new way of thinking about caves in
adventures—what they could hold, and what it might really be like trying to navigate through them with just a few torches. I took many photos—some for beauty, but some just for reference. I want to be able to look at them and imagine an elf, a gnome, and a couple humans crawling through the stalagmites, stalactites, and low ceilings. What else might they find?
I saw cliff dwellings—abandoned for centuries, but still up there. I saw the Grand Canyon and hiked around the Rim Trail, thinking about how strange and wonderful it was that I could get so close to the edge of the canyon (parts of the trail are inches from the 7,000-foot drop). Now, fighting through encounters along a ledge or in a cave are by no means novel, but that doesn’t mean there isn’t a new or interesting way to approach these things—especially when
you have a physical place to work from, a physical cliff to study, a physical cave to get down on your hands and knees in. It’s one thing to imagine your players in a hypothetical cave—it’s another to imagine them right here, in exactly this spot, their hands as cold and wet as yours as you crouch down to see the path through the columns.
Natural wonders are, of course, not the only thing from which to draw inspiration. There are plenty of strange and wonderful museums out there that focus on everything from mechanical dolls to westerns to vacuums (really). The thing to remember is that if you’re willing to look hard enough, everything has something to offer you. Learning the history of the most mundane item can spark something you didn’t even realize was inside you.
I doubt very much I’m espousing any new information at all, but every now and then, we can all use a reminder. Travelling absolutely anywhere—even just hiking near your home or going to see a nearby art exhibit—can be just the thing you need to get exactly the right setting or the right encounter or the right NPC for the adventure you’re working on. Keep your creative glasses on, and everything becomes fodder. The chipper, totally-with-it person who checked you into your hotel room or the cousin you’d never met who welcomed you into his home like an old friend—these are real people in the world, and they can be real people in your adventure. They may even be the emotional hook that brings your players into the game.
The more you can use the real world to influence your game world, the more fleshed out it becomes. Pulling from the physical world gives players something to connect with, something to feel more invested in. Even if they themselves have never been inside a cave or walked along a canyon’s edge, adding real-world details often feels more authentic.
The thing to remember when creating a game world is that everything in the real world has something to offer you. Everything has a piece you can take home. You just have to keep an eye out for it.