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PC's home base
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<blockquote data-quote="steeldragons" data-source="post: 5696834" data-attributes="member: 92511"><p>An interesting quandary and one, I think, gets hand-waved quite a bit to simply save everyone the bookkeeping elements.</p><p></p><p>There are a couple of options, imho.</p><p></p><p>1) The first and, I think, most obvious, is to simply not be a RBDM. Or, if that is "unfun" for you, then don't be an RBDM in this particular area. Namely, leave the "home base" alone.</p><p></p><p>2) Let the players set up a home base. Hire hirelings/retainers, which presumably they trust, they treat well (and, yes, pay well!) to maintain their allegiance and secure their homestead. Doesn't have to be a battalion of 0 lvl fighters. A trustworthy butler and/or maids/manservants who see to the day-to-day running of their base, keeping the pantry stocked, clean linens for when the group comes back for a decent night's rest in a real bed, all of that. </p><p></p><p>If the players are going to that trouble, then I suggest, just leave them alone. Can someone break in? Sure, I guess...if you want a little excitement on the homefront. But where's the sense if the heroes aren't THERE to possibly thwart it? How is nabbing their loot while they're not looking going to further, dare I say "better", the story?</p><p></p><p>3) The other is have them find (i.e. "give them") a base of their own, outside the city. An old fort or something, just far enough outside of town that the locals leave it alone, that's become a hive of humanoid villainy.</p><p></p><p>They clear it out and its theirs.</p><p></p><p>Hire or find or (better yet) <em>rescue</em> a couple of yokels for upkeep, whose loyalty will not have to be questioned. And then they just have a workable starting "base" that they shouldn't need to worry about.</p><p></p><p>I don't know what level of PCs you're talking about, but they ought to at least be able to "detect evil" (maybe a little ESP/detect thoughts?) on the people they hire. Make sure they're not innately sinister/out to get them. </p><p></p><p>And if you go with the rescued hirelings thing, then just let them be loyal...and useful around the homefront (collecting rumors and news they hear down at the marketplace, knowing who/where the best silversmith is to appraise that lovely candelabra you just nearly died for to bring back, making sure mounts are well-treated, shoed and ready at a moment's notice, food on the table, etc. etc.).</p><p></p><p>If the characters put in the time and effort to forge good relationships with certain NPCs...then I say, let them have it worry free. Not every (nor even MOST) NPC needs be a secret servant of evil.</p><p></p><p>As they increase in fame and power, of course the evil forces that be will become aware of their "home base". But then, as they increase in fame and power, they ought to be able to take steps to further secure their homestead....hire additions guards, magical protections (applied by themselves or some hired wizard to do it for them), build up fortifications, whatever.</p><p></p><p>If I, as a player, set up this whole thing only to come back from a dungeon foray to be told that all our stuff was taken in the night, I would be thoroughly...displeased...not my character, me the player.</p><p></p><p>And yes, hunting down the thieves might be a nice side line adventure...I suppose. But probably would seem more a railroading annoyance than anything else. If there is some other story arc going on that the party is pursuing and the theft has nothing to do with it...then why did it happen?</p><p></p><p>Don't get me wrong, I am all for the "reality of the world" going on around and in spite of the characters. But for something like this, a home base is supposed to be a safe haven. They're putting their lives on the line by just geting out of bed in the morning. Let them have a space to keep their stuff. Especially if/since you are taking the "handy carrying stuff magics" off the table.</p><p></p><p>If the players set it up, let them have it...most of the time. Don't have things happen to it (other than, like, Jeeves telling you you had a visitor/messages while you were away)...so long as the company is paying attention and taking care of their base and staff. </p><p></p><p>Just a few suggestions/things to think about.</p><p>Hope some of it helps.</p><p></p><p>Have fun and happy base-building.</p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5696834, member: 92511"] An interesting quandary and one, I think, gets hand-waved quite a bit to simply save everyone the bookkeeping elements. There are a couple of options, imho. 1) The first and, I think, most obvious, is to simply not be a RBDM. Or, if that is "unfun" for you, then don't be an RBDM in this particular area. Namely, leave the "home base" alone. 2) Let the players set up a home base. Hire hirelings/retainers, which presumably they trust, they treat well (and, yes, pay well!) to maintain their allegiance and secure their homestead. Doesn't have to be a battalion of 0 lvl fighters. A trustworthy butler and/or maids/manservants who see to the day-to-day running of their base, keeping the pantry stocked, clean linens for when the group comes back for a decent night's rest in a real bed, all of that. If the players are going to that trouble, then I suggest, just leave them alone. Can someone break in? Sure, I guess...if you want a little excitement on the homefront. But where's the sense if the heroes aren't THERE to possibly thwart it? How is nabbing their loot while they're not looking going to further, dare I say "better", the story? 3) The other is have them find (i.e. "give them") a base of their own, outside the city. An old fort or something, just far enough outside of town that the locals leave it alone, that's become a hive of humanoid villainy. They clear it out and its theirs. Hire or find or (better yet) [I]rescue[/I] a couple of yokels for upkeep, whose loyalty will not have to be questioned. And then they just have a workable starting "base" that they shouldn't need to worry about. I don't know what level of PCs you're talking about, but they ought to at least be able to "detect evil" (maybe a little ESP/detect thoughts?) on the people they hire. Make sure they're not innately sinister/out to get them. And if you go with the rescued hirelings thing, then just let them be loyal...and useful around the homefront (collecting rumors and news they hear down at the marketplace, knowing who/where the best silversmith is to appraise that lovely candelabra you just nearly died for to bring back, making sure mounts are well-treated, shoed and ready at a moment's notice, food on the table, etc. etc.). If the characters put in the time and effort to forge good relationships with certain NPCs...then I say, let them have it worry free. Not every (nor even MOST) NPC needs be a secret servant of evil. As they increase in fame and power, of course the evil forces that be will become aware of their "home base". But then, as they increase in fame and power, they ought to be able to take steps to further secure their homestead....hire additions guards, magical protections (applied by themselves or some hired wizard to do it for them), build up fortifications, whatever. If I, as a player, set up this whole thing only to come back from a dungeon foray to be told that all our stuff was taken in the night, I would be thoroughly...displeased...not my character, me the player. And yes, hunting down the thieves might be a nice side line adventure...I suppose. But probably would seem more a railroading annoyance than anything else. If there is some other story arc going on that the party is pursuing and the theft has nothing to do with it...then why did it happen? Don't get me wrong, I am all for the "reality of the world" going on around and in spite of the characters. But for something like this, a home base is supposed to be a safe haven. They're putting their lives on the line by just geting out of bed in the morning. Let them have a space to keep their stuff. Especially if/since you are taking the "handy carrying stuff magics" off the table. If the players set it up, let them have it...most of the time. Don't have things happen to it (other than, like, Jeeves telling you you had a visitor/messages while you were away)...so long as the company is paying attention and taking care of their base and staff. Just a few suggestions/things to think about. Hope some of it helps. Have fun and happy base-building. --Steel Dragons [/QUOTE]
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