Don't get me wrong. At first I loved the idea of the location cards. They were slick ways to get players a very fast description of a particular location (dur) and assign some fast special rules to that location.
Then I put them into practice and started relying on them to tell too much of the story and the game began to feel cookie-cutter. oh look, another (insert loc card) that's identical to the last.
I sat back and wondered why this was the case. Then I realized I was doing it wrong.
Instead of tying myself to the location descriptions I needed to use the special rules in interesting ways.
Example (And this is used elsewhere): the burning building could just as well be a sinking ship or catacombs filling with water. The 'fire damage' is 'drowning' damage and instead of the building collapsing the whatever has sunk/filled/etc.
Done and done. A creative new way to use the rule given but not tied to the specific location.
Busy marketplace? Could it also be a very cluttered warehouse/room/etc? Or even a minor avalanche to move through?
I put together a quick reference of the rules each location card comes with and keep it handy when working on adventures. It doesn't list the location description, just the rules with the card name next to them. That way, I don't feel tied to making the Hag Tree or Magnus' Tower be just that each time we play.
Anyone else feel the same or have some creative applications of their Location cards?
