Thunderfoot
Hero
Third Wizard,
There is like you supposed no real wrong or right answer here - I am taking from your later more detailed description that you are in this situation Obviously the stronghold makes you want to tell them either yes or no. So I will give you my advice first, some pointers second and some more questions for you to mull over and make decision on for yourself third (to all else I apologize in advance for the long post)
Firstly, I wouldn't interfere as such - if the characters ask you directly out of game about the possible problems and benefits, give them both. If they are looking for clues as to the "right" decision, don't give it to them, make them work for it. This isn't meant to be frustrating or cruel, but to give them an obstacle to overcome, not all obstacles should have fangs and blood on their minds. But the caveat to this is makes sure that you pay CLOSE attention to the reactions and facial expressions of the PLAYERS - if they get to a point where they are frustrated you have lost them and the game ceases to be fun. I'm going to go a little fogy here, but I have noticed that a large percentage of newer gamers (that's anyone under 10 years) want everything wrapped up in a bow and presented at their feet - a harsh generalization I realize, (so if it doesn't apply to you, please, no flames (let's keep this on topic), however steeped in unfortunate truth. This seems to be a development of modern parenting techniques that even colleges are having problems with. (Ref article CNN here ) that last part was a freebie.
Second: Tips - you mentioned two aspects of what a stronghold can do, allow allies to find you in order to receive training, help, protection etc. It also allows their enemies to find them to extort, cajole, harass and besiege them. As a DM thinking this through is a step in the right direction, however, you mention only either/or, the answer you seek is both. DMing should be shades of gray, not black or white (except with rules interpretation - there your words must be law). Since this is appears to be your biggest question, I'll start here. DMing is a balancing act - you are judge, jury and should the need arise executioner. Many people have in jest stated that "the DM is God", but in reality they aren't far off. (Precariously close to no religion rule for explanative purposes only) The Judeo-Christine-Muslim God has aspects that are both nurturing and punitive, building a world and yet at the same time, not worried about leveling it to save face. Controlling events, both by intersession (direct influence) and by shaping things through independent actions of His creations (indirect action). You too must learn to juggle in this way, be offering both boon and bane to your players (or bennies and slaps for you Paranoia folks). You are neither for nor against the players, as you are both the gods for and against them, allies and axis thereof and the neutral world, animals, weather and situations as well. To make a well rounded campaign, this stronghold should present the character with all three types of events good, bad and indifferent. You have stated the first two quiet succinctly but the third doesn't even show a blip on the radar. What about the following possibilities, taxation, crop disease, disease of any type, annual faires, harvest time, or maybe even a civil war? All of these may have a boon/bane slant, but in truth they happen regardless of whether the players are involved directly or not. These events are neither for nor against, they just are.
Third: Things to digest (i.e. food for thought)
If the characters decide not to build does someone build there instead? (May show all of the above boon/bane/banal events from a third person perspective (a real learning experience)
If they decide to build, how do they acquire the land, do they just claim it? (But Duke/King/Sultan so and so owns this land... uh oh) Buy it? (Ok so the fortress is xx gp - characters are happy and the land rights are xxx gp - characters suddenly realize they are a little short of funds. hhhmm, possible Role playing opps) Granted? (K/D/S grants this land in exchange for your loyal service WHENEVER it is needed! Oh, great!)
Do the local peasants/freemen LIKE the idea of "a new sheriff in town"?
How much will it cost to keep up the keep? (Bills are a constant, even in olden days)
Fourthly (another freebee because I'm so generous
) You might want to pick up "The Castle guide" from TSR (2AD&D product) The rules are pretty dated, but the filler material is pure gold, I've dog-eared my copy so much I have nearly every page bent. You quickly find the "fluffy" bits are much more "crunchy" when you start putting them into practice and use.
I hope this really helps you out. Above all other things, remember, it is JUST A GAME, it’s supposed to BE FUN, it BUILDS FRIENDSHIPS not destroys them.
Just my two coppers, happy gaming!
There is like you supposed no real wrong or right answer here - I am taking from your later more detailed description that you are in this situation Obviously the stronghold makes you want to tell them either yes or no. So I will give you my advice first, some pointers second and some more questions for you to mull over and make decision on for yourself third (to all else I apologize in advance for the long post)
Firstly, I wouldn't interfere as such - if the characters ask you directly out of game about the possible problems and benefits, give them both. If they are looking for clues as to the "right" decision, don't give it to them, make them work for it. This isn't meant to be frustrating or cruel, but to give them an obstacle to overcome, not all obstacles should have fangs and blood on their minds. But the caveat to this is makes sure that you pay CLOSE attention to the reactions and facial expressions of the PLAYERS - if they get to a point where they are frustrated you have lost them and the game ceases to be fun. I'm going to go a little fogy here, but I have noticed that a large percentage of newer gamers (that's anyone under 10 years) want everything wrapped up in a bow and presented at their feet - a harsh generalization I realize, (so if it doesn't apply to you, please, no flames (let's keep this on topic), however steeped in unfortunate truth. This seems to be a development of modern parenting techniques that even colleges are having problems with. (Ref article CNN here ) that last part was a freebie.

Second: Tips - you mentioned two aspects of what a stronghold can do, allow allies to find you in order to receive training, help, protection etc. It also allows their enemies to find them to extort, cajole, harass and besiege them. As a DM thinking this through is a step in the right direction, however, you mention only either/or, the answer you seek is both. DMing should be shades of gray, not black or white (except with rules interpretation - there your words must be law). Since this is appears to be your biggest question, I'll start here. DMing is a balancing act - you are judge, jury and should the need arise executioner. Many people have in jest stated that "the DM is God", but in reality they aren't far off. (Precariously close to no religion rule for explanative purposes only) The Judeo-Christine-Muslim God has aspects that are both nurturing and punitive, building a world and yet at the same time, not worried about leveling it to save face. Controlling events, both by intersession (direct influence) and by shaping things through independent actions of His creations (indirect action). You too must learn to juggle in this way, be offering both boon and bane to your players (or bennies and slaps for you Paranoia folks). You are neither for nor against the players, as you are both the gods for and against them, allies and axis thereof and the neutral world, animals, weather and situations as well. To make a well rounded campaign, this stronghold should present the character with all three types of events good, bad and indifferent. You have stated the first two quiet succinctly but the third doesn't even show a blip on the radar. What about the following possibilities, taxation, crop disease, disease of any type, annual faires, harvest time, or maybe even a civil war? All of these may have a boon/bane slant, but in truth they happen regardless of whether the players are involved directly or not. These events are neither for nor against, they just are.
Third: Things to digest (i.e. food for thought)
If the characters decide not to build does someone build there instead? (May show all of the above boon/bane/banal events from a third person perspective (a real learning experience)
If they decide to build, how do they acquire the land, do they just claim it? (But Duke/King/Sultan so and so owns this land... uh oh) Buy it? (Ok so the fortress is xx gp - characters are happy and the land rights are xxx gp - characters suddenly realize they are a little short of funds. hhhmm, possible Role playing opps) Granted? (K/D/S grants this land in exchange for your loyal service WHENEVER it is needed! Oh, great!)
Do the local peasants/freemen LIKE the idea of "a new sheriff in town"?
How much will it cost to keep up the keep? (Bills are a constant, even in olden days)
Fourthly (another freebee because I'm so generous

I hope this really helps you out. Above all other things, remember, it is JUST A GAME, it’s supposed to BE FUN, it BUILDS FRIENDSHIPS not destroys them.
Just my two coppers, happy gaming!
