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How do you do Bastions?
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<blockquote data-quote="MNblockhead" data-source="post: 9547576" data-attributes="member: 6796661"><p>Other than a brief glance when skimming through the new DMG, I'm not yet familiar with, and haven't used, the new Bastion system. </p><p></p><p>But in my last D&D campaign, I used MCDM's Strongholds and Followers, which I thought gave rules with the right level of crunch and interesting, but not gamebreaking, abilities tied to the PCs' strongholds.</p><p></p><p>This was in a 5 year Rappan Athuk campaign where I used GP for XP. It gave them something to spend money on, tied them to the location, and made them more invested into to campaign. It started with them clearing out goblins from an old crumbling castle that one of the party members had rights of inheritance to. I just used the rules in the campaign book for the cost of fixing it up, but then used the Strongholds & Followers rules for them to build it out and for each PC to build their own place in or near the castle. "Stronghold" in S&F is just used as a general base of operations. So, the castle was the ranger's "keep", the cleric had a temple, the rogue has an "establishment", the wizard a "tower", etc. </p><p></p><p>As they increased in the level a town began to form around the area. </p><p></p><p>What also made it work well is that I also homebrewed a faction and reputation system in integrated politics from the borderland provinces where they were located. </p><p></p><p>While the adventure was primarily a mega-dungeon crawl, the strongholds and town became the glue of the campaign. </p><p></p><p>But this is the only campaign I've done this with. Other campaigns are more wide ranging. It all depends on the setting and the type of adventures I'll be running. In my current campaign, if the players wanted bastions, I would have to have a conversation about the type of campaign that they want to play, scrap the current one, and either start from scratch with a new campaign, or keep with the current PCs and make a campaign based around a specific region.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9547576, member: 6796661"] Other than a brief glance when skimming through the new DMG, I'm not yet familiar with, and haven't used, the new Bastion system. But in my last D&D campaign, I used MCDM's Strongholds and Followers, which I thought gave rules with the right level of crunch and interesting, but not gamebreaking, abilities tied to the PCs' strongholds. This was in a 5 year Rappan Athuk campaign where I used GP for XP. It gave them something to spend money on, tied them to the location, and made them more invested into to campaign. It started with them clearing out goblins from an old crumbling castle that one of the party members had rights of inheritance to. I just used the rules in the campaign book for the cost of fixing it up, but then used the Strongholds & Followers rules for them to build it out and for each PC to build their own place in or near the castle. "Stronghold" in S&F is just used as a general base of operations. So, the castle was the ranger's "keep", the cleric had a temple, the rogue has an "establishment", the wizard a "tower", etc. As they increased in the level a town began to form around the area. What also made it work well is that I also homebrewed a faction and reputation system in integrated politics from the borderland provinces where they were located. While the adventure was primarily a mega-dungeon crawl, the strongholds and town became the glue of the campaign. But this is the only campaign I've done this with. Other campaigns are more wide ranging. It all depends on the setting and the type of adventures I'll be running. In my current campaign, if the players wanted bastions, I would have to have a conversation about the type of campaign that they want to play, scrap the current one, and either start from scratch with a new campaign, or keep with the current PCs and make a campaign based around a specific region. [/QUOTE]
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