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General Tabletop Discussion
*TTRPGs General
What makes for a perfect base hub for adventures?
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<blockquote data-quote="overgeeked" data-source="post: 9742442" data-attributes="member: 86653"><p>As others have mentioned, it depends on what style of campaign you want to have. </p><p></p><p>The first two work well if you're going for an "expand the empire" kind of feel. The fortress or lair is established and built up. Well defended but not impregnable. </p><p></p><p>The second two work well if you want an episodic feel to the game. Show up to the planet / port of the week, chat with the locals, find some adventure, then move on after the excitement dies down. </p><p></p><p>This is usually where my sweet spot is for fantasy gaming. A nice small place that's not well defended or too well stocked. On the border or off in the wilds. To me this gives the widest variety of options. You miss out on the big-city stuff, but that can come later in the campaign. </p><p></p><p>I do prefer adventurer's guild as the actual meeting place hub. Easy place to get quests at low levels, central spot for replacing dead PCs, finding hirelings, allies, buy sell or swap magic items, etc. It's kind of the perfect set up as far as I'm concerned. I've pulled from various anime and Sword World for my guilds. They task all members with recovering the bodies of fellow guild members if discovered. Sometimes even being given the quest to do so. This is an easy way to recover from TPKs if the players really want to continue with those characters. Also provides endless hooks. </p><p></p><p>I tend to not like these only because then it'll be all backstory all the time. It gets tedious fast having to RP the people the PCs grew up with. "Remember that time when we were 12..." Nah. Just get on with it. </p><p></p><p>This can be great if you want a mostly or entirely city-based adventure. I've found that players tend to be lazy when it comes to adventuring. If the place they're in provides enough adventure, they'll stay put. A small village or hamlet on the edge of the forest can reasonably run out of adventures. But a big city? They'll have no reason to leave unless something wildly tempting draws them out or their own shenanigans push them out.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9742442, member: 86653"] As others have mentioned, it depends on what style of campaign you want to have. The first two work well if you're going for an "expand the empire" kind of feel. The fortress or lair is established and built up. Well defended but not impregnable. The second two work well if you want an episodic feel to the game. Show up to the planet / port of the week, chat with the locals, find some adventure, then move on after the excitement dies down. This is usually where my sweet spot is for fantasy gaming. A nice small place that's not well defended or too well stocked. On the border or off in the wilds. To me this gives the widest variety of options. You miss out on the big-city stuff, but that can come later in the campaign. I do prefer adventurer's guild as the actual meeting place hub. Easy place to get quests at low levels, central spot for replacing dead PCs, finding hirelings, allies, buy sell or swap magic items, etc. It's kind of the perfect set up as far as I'm concerned. I've pulled from various anime and Sword World for my guilds. They task all members with recovering the bodies of fellow guild members if discovered. Sometimes even being given the quest to do so. This is an easy way to recover from TPKs if the players really want to continue with those characters. Also provides endless hooks. I tend to not like these only because then it'll be all backstory all the time. It gets tedious fast having to RP the people the PCs grew up with. "Remember that time when we were 12..." Nah. Just get on with it. This can be great if you want a mostly or entirely city-based adventure. I've found that players tend to be lazy when it comes to adventuring. If the place they're in provides enough adventure, they'll stay put. A small village or hamlet on the edge of the forest can reasonably run out of adventures. But a big city? They'll have no reason to leave unless something wildly tempting draws them out or their own shenanigans push them out. [/QUOTE]
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