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General Tabletop Discussion
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How do you handle party home bases (houses, strongholds, etc)?
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<blockquote data-quote="Fenris-77" data-source="post: 7993283" data-attributes="member: 6993955"><p>It doesn't have to be a castle. A fortified townhouse in Waterdeep, a decrepit Manor on the Fells, an Inn and Tavern in a small town, a bunker in the sewers, there are lots of options. Acquisitions Inc actually has some pretty cool ideas for this, and you can easily tone down the satire to make it fit a more serious campaign. I have avoided going the castle route as it hasn't really fit the campaigns I've run or the parties in them.</p><p></p><p>A location in a small town is actually really useful. You have a very finite number of NPCs and other locations to bang out, and it's easy for the party to get to know all the regulars. That also makes it easy for you to hook the party into various disagreements in and threats to their little community. If the party acts as the defacto defenders of the town they also end up with a lovely insulating layer of loyal folk to keep an eye out for strangers and other oddities.</p><p></p><p>Edit - whoops, hit post too fast.</p><p></p><p>The downtime system gives you a decent model for basic income related stuff that could apply to a manor house. I think player investment is more likely to come from the players getting to know NPCs and fitting themselves into the community. Connections and relationships. The downtime minigame is cool, but I don't think it generates player investment particularly well.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7993283, member: 6993955"] It doesn't have to be a castle. A fortified townhouse in Waterdeep, a decrepit Manor on the Fells, an Inn and Tavern in a small town, a bunker in the sewers, there are lots of options. Acquisitions Inc actually has some pretty cool ideas for this, and you can easily tone down the satire to make it fit a more serious campaign. I have avoided going the castle route as it hasn't really fit the campaigns I've run or the parties in them. A location in a small town is actually really useful. You have a very finite number of NPCs and other locations to bang out, and it's easy for the party to get to know all the regulars. That also makes it easy for you to hook the party into various disagreements in and threats to their little community. If the party acts as the defacto defenders of the town they also end up with a lovely insulating layer of loyal folk to keep an eye out for strangers and other oddities. Edit - whoops, hit post too fast. The downtime system gives you a decent model for basic income related stuff that could apply to a manor house. I think player investment is more likely to come from the players getting to know NPCs and fitting themselves into the community. Connections and relationships. The downtime minigame is cool, but I don't think it generates player investment particularly well. [/QUOTE]
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How do you handle party home bases (houses, strongholds, etc)?
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