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Story setting wheel

Thirty places where a story could start, some cozy, some strange. Spin, then put a character there and see what goes wrong.

SpacespinCtrl+Enterspin while typingFfull screen

One entry per line. Add *3 after a name to give it three times the chance.

Your story takes place…

Abandoned lighthouse

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    The five senses exercise

    1. Spin for a setting.
    2. Write one line for each sense. A night market: sizzling oil (sound), lantern light on wet ground (sight), sesame and smoke (smell), a sticky table (touch), a too-hot dumpling (taste).
    3. Add one thing that is out of place. A child alone at a closed stall. A clock that has stopped.
    4. Start your story at that odd detail. You have a scene in ten minutes.

    Spin for more than the place

    • Time and weather: add a second spin for when it happens. Make a small wheel with “Dawn”, “Midnight”, “Heat wave”, “First snow”, “During a blackout” and save it in My wheels.
    • Setting as obstacle: the best settings make the plot harder. A snowed-in cabin traps people; a desert train can’t stop.
    • Map it: sketch a rough map before you write. Knowing where the doors are keeps action scenes clear.
    • Same story, new place: take a scene you already wrote and move it to a spun setting. Watch what has to change.

    For teachers and game masters

    In class, spin once for the whole room and compare how 25 students describe the same haunted library. For tabletop games, the list works as a quick location generator when players head somewhere you did not plan for.

    Questions and answers

    What should I combine with a setting?

    A character and a problem. Spin the character wheel for who is there, and the plot twist wheel for what goes wrong.

    Are these settings OK for kids?

    Yes. A few are spooky (haunted library, ghost town) in a campfire-story way. Remove them for younger writers or swap in gentle places like a bakery, a farm or a beach.

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