Lanefan
Victoria Rules
Aha! My red herring worked!I think it was well detailed for the description of a particular section of street. Certainly it could have used a few colorful details, but as @Lanefan already stated (and which was my impression as well) it was just a brief write up of locations.
...
I don't get the sense of a tactical readout from his description, although I do think it could be fleshed out a bit. Given that in the original example the players are looking for assassins (who are in the orphanage) it seems like a good assortment of locations in the area. Of course, if you value expediance, you could just have them track the assassins to the orphanage and start with describing the orphanage they are standing next to. However @Lanefan was angling for more of an investigative scenario, where the players need to figure out where the assassins are hiding.

The Assassins aren't in the orphanage at all. They're in (behind) the Curio shop. (as per my original post of this silly example)
The orphanage connection is that the kids there are the only people in the area (other than the Assassins themselves) with complete knowledge of this.
Perhaps more importantly, and IMO more sadly, these possibilities more or less don't exist if it's all skipped over and the DM puts (or frames) the PCs straight into the Curio shop.I never described the shop keepers as "quest givers". Those are your words, not mine. I said that they don't need to be red herrings, and can serve purposes outside the assassin hunting scenario. I offered three possible uses that they could serve (resupply, information, and needing something). That wasn't an exhaustive list of possibilities, just low hanging fruit within the context of a D&D game, illustrating that it doesn't take much to transform these elements into more than just red herrings. Other possibilities might include a character taking an interest in an NPC as a friend or even romantically. The possibilities are quite open ended.
Sometimes you just gotta guess who will end up becoming important and flesh those ones out, and some of those guesses will inevitably end up being wrong. So be it.Note that I don't do this for every possible NPC in my game (that would be excessive). Just the ones that I think might matter. Although that's somewhat misleading, as I tend to start by populating a town with some interesting NPCs and then having them be around town to interact with (or not). Sometimes the PCs latch on to a throw away NPC (an urchin they asked for directions) and I end up retroactively fleshing out an NPC who already exists because it was improvised. Even when I improvise though, I try to keep those three elements in mind.
