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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="grimslade" data-source="post: 9742542" data-attributes="member: 6061"><p>I think a network of 'home' bases works best. There is a hamlet/thorpe/village with the usual mundane tools and repairs available and an inn/tavern/caravanserai that the party can find rumors or brag about their deeds. There are also smaller places spread out away from the village, the farmstead the party saved from bandits where they can rest and heal after a dungeon, an old crumbling watchtower in the woods where the ghost of an ancient legionnaire can answer questions about history, or the goblin market in the old swamp where strange information and people can be found. I kind of think about the Conan story, "Beyond the Black River" as a perfect setting for adventure. Keep on the Borderlands uses this system well.</p></blockquote><p></p>
[QUOTE="grimslade, post: 9742542, member: 6061"] I think a network of 'home' bases works best. There is a hamlet/thorpe/village with the usual mundane tools and repairs available and an inn/tavern/caravanserai that the party can find rumors or brag about their deeds. There are also smaller places spread out away from the village, the farmstead the party saved from bandits where they can rest and heal after a dungeon, an old crumbling watchtower in the woods where the ghost of an ancient legionnaire can answer questions about history, or the goblin market in the old swamp where strange information and people can be found. I kind of think about the Conan story, "Beyond the Black River" as a perfect setting for adventure. Keep on the Borderlands uses this system well. [/QUOTE]
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What makes for a perfect base hub for adventures?
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