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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="MostlyHarmless42" data-source="post: 7993519" data-attributes="member: 6845520"><p>Well, if running Dragon Heist has been any indication thus far, apparently the result of giving players real estate is hours of time spent in paint.net editing pictures of maps and having conversations with fussy players who just want to make sure their new inn is <em>just</em> right with furniture and room layout. I blame HGTV.</p><p></p><p>...jokes aside, the most important thing you can do is to make sure it has some sort of roleplaying impact. Mechanical options are great and all, but in all reality you could just listen to what they say they want, estimate what you think is a fair gold cost for each to be achieved and then give it a reasonable time frame to be accomplished in the game. Keep in mind any sort of place will require maintenance as well (taxes, repair costs due to wear/tear, bar fights, employee pay, or other sorts of costs that will inevitably result from when the party makes powerful enemies through their shenanigans). The most important thing is to make the place feel like it's almost another member of the party, one they should ideally be pissed about when someone decides to rob it or lob a fireball into.</p><p></p><p>Also consider fleshing out the NPCs they might hire to work there at least a bit. Are they family of the players? Friends? Random hires? Your group might enjoy the process of "interviewing" a few potential people. Another trick to breathing life into a place is to make it seem like things happen even while they are away (even if said things are mundane).</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 7993519, member: 6845520"] Well, if running Dragon Heist has been any indication thus far, apparently the result of giving players real estate is hours of time spent in paint.net editing pictures of maps and having conversations with fussy players who just want to make sure their new inn is [I]just[/I] right with furniture and room layout. I blame HGTV. ...jokes aside, the most important thing you can do is to make sure it has some sort of roleplaying impact. Mechanical options are great and all, but in all reality you could just listen to what they say they want, estimate what you think is a fair gold cost for each to be achieved and then give it a reasonable time frame to be accomplished in the game. Keep in mind any sort of place will require maintenance as well (taxes, repair costs due to wear/tear, bar fights, employee pay, or other sorts of costs that will inevitably result from when the party makes powerful enemies through their shenanigans). The most important thing is to make the place feel like it's almost another member of the party, one they should ideally be pissed about when someone decides to rob it or lob a fireball into. Also consider fleshing out the NPCs they might hire to work there at least a bit. Are they family of the players? Friends? Random hires? Your group might enjoy the process of "interviewing" a few potential people. Another trick to breathing life into a place is to make it seem like things happen even while they are away (even if said things are mundane). [/QUOTE]
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How do you handle party home bases (houses, strongholds, etc)?
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