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<blockquote data-quote="Benjamin Olson" data-source="post: 7986057" data-attributes="member: 6988941"><p>I'm guessing that a lot of groups that played the <em>Waterdeep Dragon Heist</em> ended up setting up business empires or other organizations, as an opportunity for a business and/or hideout is baked right into the introductory parts of it and I think most people go into an emphatically urban campaign with a large social RP factor in mind. I know my group ended up running two taverns with a large number of employees, franchising our name out to a third, and renting out space for a brothel. Having the Acquisitions Inc. book get released towards the end of the cycle for Dragon Heist was doubtlessly also an inspiration towards entrepreneurialism.</p><p></p><p>That's not exactly like having the PCs own a stronghold or domain, but it makes me think that if it is what the DM hopes for it is probably good to introduce some seed from which it can grow long term. Not something that will instantly take over the campaign, just something to put them on the potential track for moving into a more established leadership position rather than just be sought after as crisis solving vagabonds.</p><p></p><p>I do think running organizations is one of the places where tabletop roleplaying has the potential to shine, unlike in video game rpgs where they basically always suck because there is nothing programed in for meaningful leadership and you just have supposed underlings insisting you need to go on quests all the time and more or less do all the work while they wander aimlessly around the home base.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7986057, member: 6988941"] I'm guessing that a lot of groups that played the [I]Waterdeep Dragon Heist[/I] ended up setting up business empires or other organizations, as an opportunity for a business and/or hideout is baked right into the introductory parts of it and I think most people go into an emphatically urban campaign with a large social RP factor in mind. I know my group ended up running two taverns with a large number of employees, franchising our name out to a third, and renting out space for a brothel. Having the Acquisitions Inc. book get released towards the end of the cycle for Dragon Heist was doubtlessly also an inspiration towards entrepreneurialism. That's not exactly like having the PCs own a stronghold or domain, but it makes me think that if it is what the DM hopes for it is probably good to introduce some seed from which it can grow long term. Not something that will instantly take over the campaign, just something to put them on the potential track for moving into a more established leadership position rather than just be sought after as crisis solving vagabonds. I do think running organizations is one of the places where tabletop roleplaying has the potential to shine, unlike in video game rpgs where they basically always suck because there is nothing programed in for meaningful leadership and you just have supposed underlings insisting you need to go on quests all the time and more or less do all the work while they wander aimlessly around the home base. [/QUOTE]
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