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*TTRPGs General
What makes for a perfect base hub for adventures?
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<blockquote data-quote="zarionofarabel" data-source="post: 9742238" data-attributes="member: 7026405"><p>If that's how you choose to run your games. In my games a PC home base is merely another part of the world. This is something that I make sure to inform players of during Session Zero, so they are well aware of the possibility if the situation arises. Same as outline the fact that if the situation, ruleset, and dice, result in a PCs death, it is part and parcel of how I choose to run games. Any player who has issue with such things shouldn't participate in a game I'm running. Plus, I don't do dickish things like burn down the PCs home, or destroy the PCs ship, just for a laugh. I only remove access to a PCs home base for a particular reason, usually because they "messed with the wrong powerful people" and said people discovered the PCs home base and sought revenge. Or if the story dictates it, as in the PCs were outside the city before the siege began, so they are effectively cut off from their base. Though in the latter case the loss of the home base is temporary as the PCs could sneak into the city, or the siege ends, allowing access to the home base again. I also compensate the party for the permanent loss of a home base by providing a replacement at some future time. I also often "upgrade" the new base. So if the PCs lived in an inn that burnt down, the new base would be a keep just outside the city offering advantages they didn't have when inhabiting the inn. For ships or other mobile bases, it allows me a way to provide a more capable vehicle to the party free of charge.</p></blockquote><p></p>
[QUOTE="zarionofarabel, post: 9742238, member: 7026405"] If that's how you choose to run your games. In my games a PC home base is merely another part of the world. This is something that I make sure to inform players of during Session Zero, so they are well aware of the possibility if the situation arises. Same as outline the fact that if the situation, ruleset, and dice, result in a PCs death, it is part and parcel of how I choose to run games. Any player who has issue with such things shouldn't participate in a game I'm running. Plus, I don't do dickish things like burn down the PCs home, or destroy the PCs ship, just for a laugh. I only remove access to a PCs home base for a particular reason, usually because they "messed with the wrong powerful people" and said people discovered the PCs home base and sought revenge. Or if the story dictates it, as in the PCs were outside the city before the siege began, so they are effectively cut off from their base. Though in the latter case the loss of the home base is temporary as the PCs could sneak into the city, or the siege ends, allowing access to the home base again. I also compensate the party for the permanent loss of a home base by providing a replacement at some future time. I also often "upgrade" the new base. So if the PCs lived in an inn that burnt down, the new base would be a keep just outside the city offering advantages they didn't have when inhabiting the inn. For ships or other mobile bases, it allows me a way to provide a more capable vehicle to the party free of charge. [/QUOTE]
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