The TTRPG Revival of PC Bases, Strongholds, and Communities

Aldarc

Legend
One thing that I have been noticing in a fair number of TTRPGs over the past decade has been an increased attention to giving PCs a base, stronghold, or community that, in some respects, acts as a shared point of interest for the party. In many cases, these bases/strongholds/communities can be upgraded as part of play. So there are incentives for sticking around, forming attachments with the community or area, and investing character play into a region. I'm a massive fan of this style of play, and it shows up in a lot of games that I like. While strongholds and the like were part of TSR D&D play and are nothing new in the grand scheme of things, strongholds and the like were often (a) considered part of the "late game" for these older editions, but also (b) largely abandoned as a core part of play in WotC era D&D. So there does seem to be a growing revival in using bases, settlements, and strongholds as core parts of TTRPG play that offer both a means of PC party progression that also serves as a focal point of play in the fiction.

* Beyond the Wall and Other Adventures (2013): a B/X OSR game where the players and GM build and populate the village as part of character creation.

* Blades in the Dark (2017): The PCs choose a playbook for their crew based on what sort of operations they want to expand their lair, turf, or ability to conduct crime.

* Stonetop (2022): the iron-age village of Stonetop gets its own playbook. The village can be upgraded through time and the efforts of the PCs.

* Vaesen (2020): the characters are members of a once defunct supernatural investigation Society who are handed the keys to the society's headquarters.

* Numenera Destiny (2018): as part of "Numenera 2," the game was updated with rules about upgrading communities and settlements through the various numenera players can find and build.

I am sure there are plenty of more and I certainly welcome hearing about them. But what might have triggered this renewed interest in having bases, communities, and strongholds be a part of play?
 
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TwiceBorn2

Adventurer
Other settings where/strongholds bases are integrated into play from the beginning:

* Ars Magica (1st ed - 1987): Player characters typically alternate between the role of a magus (plural magi; female maga/magae), and a companion (Consors). Companions are select skilled non-magi who help wizards conduct their affairs (as magi tend to be distanced from "mundanes" due to the effects of their magical "Gift"). The wizards generally gather in specialized strongholds called covenants, which are often built in places of power. A covenant is typically a 'home base' where the magi are in charge (though they may travel Mythic Europe for reasons of politics, resources, study or even leisure). Some consider the covenant to be the central character of the game,[11] and the official rules encourage troupes to develop the covenant along those lines.

* AD&D 2e Birthright campaign setting (1995): The setting revolves around the concept of bloodlines: divine power gained by heroes and passed to their descendants. Characters with a bloodline create an aura of command known as Regency, which is measured in the game using regency points or RP. Using regency, characters acquire a domain composed of provinces and holdings. The development of these domains is as much a part of the game as development of the characters. The game uses three-month domain turns to model actions of rulers over nations in much the same way as Dungeons & Dragons uses combat rounds to simulate time to model the characters' actions in battle.

* Mutant Year Zero (2015): has two major game environments, each with its own style of play...

The Ark, your home in the dawnworld. A nest of intrigue and Lord of the Flies-style power struggles, it’s far from a safe haven. But it’s the only home you know, and just maybe the cradle of a new civilization. The game rules let you improve and develop the Ark in the areas of Warfare, Food Supply, Technology, and Culture. It is up to you, the players, to decide which projects to embark on.

The Zone, wastelands outside the Ark. You will venture into the Zone in search of food, artifacts, other mutants, and knowledge – not least about The People’s own origin. Where in the world the Zone and the Ark are located is up to you – why not play in a post-apocalyptic version of your own home town? The modular approach of this game lets you place all of the campaign material wherever you like.
 


doctorbadwolf

Heretic of The Seventh Circle
The game I’m building, Quest For Chevar, has Contacts, and every PC has a home and occupation, right out of the gate. Many Archetypes gain a Sanctum of some type as their main trait, and keeping and developing relationships is a big part of the game.
 





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