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General Tabletop Discussion
*TTRPGs General
The TTRPG Revival of PC Bases, Strongholds, and Communities
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<blockquote data-quote="TwiceBorn2" data-source="post: 8478986" data-attributes="member: 7017725"><p>Other settings where/strongholds bases are integrated into play from the beginning:</p><p></p><p><strong>* Ars Magica (1st ed - 1987):</strong> <a href="https://en.wikipedia.org/wiki/Player_character" target="_blank">Player characters</a> typically alternate between the role of a <strong><a href="https://en.wikipedia.org/wiki/Magus" target="_blank">magus</a></strong> (plural <em>magi</em>; female <strong>maga/magae</strong>), and a <strong>companion</strong> (<em>Consors</em>). 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 <strong>covenants</strong>, which are often built in <a href="https://en.wikipedia.org/wiki/Ley_lines#In_popular_culture" target="_blank">places of power</a>. 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,<a href="https://en.wikipedia.org/wiki/Ars_Magica#cite_note-cov-11" target="_blank">[11]</a> and the official rules encourage troupes to develop the covenant along those lines.</p><p></p><p><strong>* AD&D 2e Birthright campaign setting (1995):</strong> The setting revolves around the concept of <em><a href="https://en.wikipedia.org/wiki/Heredity" target="_blank">bloodlines</a></em>: divine power gained by heroes and passed to their descendants. Characters with a bloodline create an aura of command known as <em>Regency</em>, which is measured in the game using <em>regency points</em> or RP. Using <em>regency</em>, characters acquire a <em>domain</em> composed of <em>provinces</em> and <em>holdings</em>. The development of these domains is as much a part of the game as development of the characters. The game uses three-month <em>domain turns</em> to model actions of rulers over nations in much the same way as <em><a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons" target="_blank">Dungeons & Dragons</a></em> uses combat rounds to simulate time to model the characters' actions in battle. </p><p></p><p><strong>* Mutant Year Zero (2015): </strong>has two major game environments, each with its own style of play...</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="TwiceBorn2, post: 8478986, member: 7017725"] Other settings where/strongholds bases are integrated into play from the beginning: [B]* Ars Magica (1st ed - 1987):[/B] [URL='https://en.wikipedia.org/wiki/Player_character']Player characters[/URL] typically alternate between the role of a [B][URL='https://en.wikipedia.org/wiki/Magus']magus[/URL][/B] (plural [I]magi[/I]; female [B]maga/magae[/B]), and a [B]companion[/B] ([I]Consors[/I]). 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 [B]covenants[/B], which are often built in [URL='https://en.wikipedia.org/wiki/Ley_lines#In_popular_culture']places of power[/URL]. 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,[URL='https://en.wikipedia.org/wiki/Ars_Magica#cite_note-cov-11'][11][/URL] and the official rules encourage troupes to develop the covenant along those lines. [B]* AD&D 2e Birthright campaign setting (1995):[/B] The setting revolves around the concept of [I][URL='https://en.wikipedia.org/wiki/Heredity']bloodlines[/URL][/I]: divine power gained by heroes and passed to their descendants. Characters with a bloodline create an aura of command known as [I]Regency[/I], which is measured in the game using [I]regency points[/I] or RP. Using [I]regency[/I], characters acquire a [I]domain[/I] composed of [I]provinces[/I] and [I]holdings[/I]. The development of these domains is as much a part of the game as development of the characters. The game uses three-month [I]domain turns[/I] to model actions of rulers over nations in much the same way as [I][URL='https://en.wikipedia.org/wiki/Dungeons_%26_Dragons']Dungeons & Dragons[/URL][/I] uses combat rounds to simulate time to model the characters' actions in battle. [B]* Mutant Year Zero (2015): [/B]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. [/QUOTE]
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