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Need for a Home Base
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<blockquote data-quote="Umbran" data-source="post: 7576788" data-attributes="member: 177"><p>Hm. For me... </p><p></p><p>Back in the day of 1e, we had home bases when we reached name level and built keeps. Not generally before. </p><p></p><p>Playing Marvel Superheroes - yep, we totally built ourselves a group HQ, as soon as we could. But, an HQ are very specifically in-genre for superhero teams.</p><p></p><p>Playing Shadowrun... good gods, no. Shadowrunners who tie themselves to a single location are investing in something they can't move, and are apt to lose. Mind you, most of the adventuring was within one city.</p><p></p><p>D&D 2e, two different campaigns - one I ran, one I played... nope. No home base.</p><p></p><p>WEG Star Wars - we had a ship, but it moved around a lot. We did have a base late in play, after we had... acquired... several vessels.</p><p></p><p>Mage: The Ascension - Yep, we had a home base. The rules specifically gave characters a reason to have such.</p><p></p><p>Deadlands - not so much. The party hung around Dodge for a while, but didn't associate themselves with any particular location in town. Once they got to middling-power, they took to the road.</p><p></p><p>Ashen Stars - the team has a ship, as part of the general conceit of the game. Th party is most definitely not staying still, however.</p><p></p><p>D&D 5e at work - definitely not. Playing Storm King's Thunder, and I don't know if the party has stayed in the same place for two nights in a row.</p><p></p><p>So, mixed bag. Plenty of long-running play without a home base, though.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7576788, member: 177"] Hm. For me... Back in the day of 1e, we had home bases when we reached name level and built keeps. Not generally before. Playing Marvel Superheroes - yep, we totally built ourselves a group HQ, as soon as we could. But, an HQ are very specifically in-genre for superhero teams. Playing Shadowrun... good gods, no. Shadowrunners who tie themselves to a single location are investing in something they can't move, and are apt to lose. Mind you, most of the adventuring was within one city. D&D 2e, two different campaigns - one I ran, one I played... nope. No home base. WEG Star Wars - we had a ship, but it moved around a lot. We did have a base late in play, after we had... acquired... several vessels. Mage: The Ascension - Yep, we had a home base. The rules specifically gave characters a reason to have such. Deadlands - not so much. The party hung around Dodge for a while, but didn't associate themselves with any particular location in town. Once they got to middling-power, they took to the road. Ashen Stars - the team has a ship, as part of the general conceit of the game. Th party is most definitely not staying still, however. D&D 5e at work - definitely not. Playing Storm King's Thunder, and I don't know if the party has stayed in the same place for two nights in a row. So, mixed bag. Plenty of long-running play without a home base, though. [/QUOTE]
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