Later...At the Hall of Justice!

The Green Adam

First Post
"Base of Operations" got me wondering...do the PCs in your campaign(s) have a headquarters from which to launch their expeditions and recover from them, etc?

Most of my campaigns are SciFi so the players have their ship, the ultimate combination mobile home/command base from which to operate. How about you?

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Sometimes yes, sometimes no. I like to when I'm PCing and when I'm DMing but the groups usually find it easier to not have one.
 


megamania said:
At the early levels they didn't. At the higher levels they had a portable magic tower. DnD's camper of sorts.....

Yes, we've used Daern's Instant Fortress (I think that is the name) in many campaigns. We've also used a trireme and a floating castle.

Thanks,
Rich
 

My pc's originated in a small village - or at least, two of the three have close family ties to the village. The third one has come to feel at home inthe village; over time they've built a house and hired servants, etc...

They haven't spent a hug amount of time there,but they always come back. It makes for a very useful DM story tool.
 

In one previous (2e) campaign, the party had what was essentially a flying raft with a doorway into an extradimensional space built in. In quite a few 2e campaigns I've played, we've had our own ships.

So far, I haven't played a 3e campaign with a solid base of operations. Unfortunately all of them seem to be of the "you're constantly on the move" style of play. I'm hoping this isn't a permanent condition for future games as I really hate the No-Downtime campaign style.
 

It seems to vary from campaign to campaign and genre to genre.

IME, FRPGs have less of a tendency for players to set up a base, whereas Supers & Sci-Fi almost always have one. Heck, in supers gaming, its not uncommon for some of the individual PCs to have their own bases.
 

In a Detective game I ran set in Eberron, the party started with one of the PCs owning his own agency, and that was their "home base".

A player in a game I had to kill really wanted one; he was a necromancer who wanted his own arcane lab, and a room to deposit the undead he wasn't controlling at the time, and a library, etc.

In a Supers game, they had a base set up by their benefactor.

Otherwise, the characters are usually moving around too much to settle down.
 
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In my current campaign, each of my four players has two PCs, each of whom is a member of the Greyhawk chapter of the Adventurers Guild. As such, each PC has a room in the local Guild chapterhouse, which is effectively their "HQ." This makes it easy for the players to switch PCs between adventures, and it also provides them with a buttload of contacts within touching distance. Each PC also wears a Guild ring that will instantly teleport them back to the common room of their Guild HQ when activated. (It's a one-shot magic item that can be recharged at a fairly hefty fee, but it's come in handy in two separate life-or-death situations where the PC in question needs to get to safety now.)

An earlier (AD&D 2E, in fact) campaign had the Kryptgarden Keep from a Dungeon adventure ("The Inheritance," I believe) as the PCs' base of operations.

Johnathan
 

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