D&D General Which D&D for Hometown Heroes?

Reynard

aka Ian Eller
Note: The "which D&D" part of the question includes D&D simulacra and adjacent games, from OSE to Shadowdark to Pathfinder. But not like Daggerheart, Draw Steel or 13th Age.

Now what do I mean by "hometown heroes"? I mean a campaign centered on the PCs home town/village, where the majority of the "action" in the campaign revolves around the town and its inhabitants, with a strong focus on NPC relationships and (eventually) the PCs taking positions of prominence in town (if they desire). Less of a focus on fights and treasure hunting, with adventures coming to town more often (the weird carnival shows up, a monster migration happens, some hedge wizard accidentally summons something, etc).

So which version of D&D would you use for such a campaign? Why? What does that version offer? Or, which extra products would you use to help you run that game -- 3PP or old or current?

And as an aside (but obviously related to which version of D&D) how would you handle XP and leveling? How long would you extend levels? And what would you make adventures look like?
 

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Note: The "which D&D" part of the question includes D&D simulacra and adjacent games, from OSE to Shadowdark to Pathfinder. But not like Daggerheart, Draw Steel or 13th Age.

Now what do I mean by "hometown heroes"? I mean a campaign centered on the PCs home town/village, where the majority of the "action" in the campaign revolves around the town and its inhabitants, with a strong focus on NPC relationships and (eventually) the PCs taking positions of prominence in town (if they desire). Less of a focus on fights and treasure hunting, with adventures coming to town more often (the weird carnival shows up, a monster migration happens, some hedge wizard accidentally summons something, etc).

So which version of D&D would you use for such a campaign? Why? What does that version offer? Or, which extra products would you use to help you run that game -- 3PP or old or current?

And as an aside (but obviously related to which version of D&D) how would you handle XP and leveling? How long would you extend levels? And what would you make adventures look like?
I always answer these questions with "any version of D&D can work if you build to it's strengths." For example: Phandevler and Below has its flaws but it makes a 12 level campaign centered on a single town, from stopping some bandits all the way to stopping a planar incursion happening just below it. Any edition of D&D works for that. Really it comes down to the normal considerations of any campaign (play preference, level range, variety of pc options, ubiquity of magic, etc) that every game must decide on.
 

And as an aside (but obviously related to which version of D&D) how would you handle XP and leveling? How long would you extend levels? And what would you make adventures look like?

My expectation in a game around a village and its trials and tribulations would be one with lots of down time between adventures.

I would expect level gains to be slow to allow the passage of time. Normally im not a milestone level person, but if the PC start out as 18 year old kids, one level gain per year feels about right.
 

I always answer these questions with "any version of D&D can work if you build to it's strengths." For example: Phandevler and Below has its flaws but it makes a 12 level campaign centered on a single town, from stopping some bandits all the way to stopping a planar incursion happening just below it. Any edition of D&D works for that. Really it comes down to the normal considerations of any campaign (play preference, level range, variety of pc options, ubiquity of magic, etc) that every game must decide on.
What does that campaign do to support PCs being prominent members of the community, or help the community flesh out and grow as time goes on?

Also, while the starter set adventure is great, isn't the expanded And Below bit just bad?
 

Sounds a lot like the pitch for Stonetop. The rules are based in PbtA, iirc. So maybe that's a showstopper.
The pitch:
The village of Stonetop is your home. Maybe it wasn’t always, but it is now. And the world out there is darkening, like the sky before a late-summer storm.
These are good people, here in Stonetop. Your kith and your kin.
If you don’t step up to protect them, who will?
As far as I can tell, play is focused around an isolated village, which the players need and probably want to protect. Players chose a playbook, which provides your moves and such. I think I remember that you play as defined villagers, but a quick skim leaves me empty.
Anyway, I think the vibe fits perfectly, the rules may not. Worth a look, though.
 

Sounds a lot like the pitch for Stonetop. The rules are based in PbtA, iirc. So maybe that's a showstopper.
The pitch:

As far as I can tell, play is focused around an isolated village, which the players need and probably want to protect. Players chose a playbook, which provides your moves and such. I think I remember that you play as defined villagers, but a quick skim leaves me empty.
Anyway, I think the vibe fits perfectly, the rules may not. Worth a look, though.
I was under the impression that Stonetop was a megadungeon exploration game.
 

What does that campaign do to support PCs being prominent members of the community, or help the community flesh out and grow as time goes on?

Also, while the starter set adventure is great, isn't the expanded And Below bit just bad?
The Below part suffers from a tonal shift and classic WotC writing issues, but it's an example of an multi-level campaign centered around a single town being viable in 5e. The players come to town, disrupt bandits and cultists, explore local ruins and places, fend off mind goblins (heh) and eventually stop a portal to the far realm from opening under the village. The players do leave town from time to time, but always have to come home to Phandalin.

Alternatively, the D&D Essentials Kit had lots of side quests centered around the area and D&DB has a trilogy of adventures that form its own pseudo sequel (I know one is called Frozen Sick, don't remember the others) that features an orc cleric of Talos threatening the town.

I'm just saying the basic premise works for any edition of D&D perfectly fine. The idea that adventure comes to them is no different than seeking adventure, though I think it might be hard to do epic play without it getting a little silly. Then again, if the PCs town is in the path of an woken tarrasque...
 


It's also worth noting that Frontiers of Eberron: Quickstone has a campaign model called Home & Hearth that focuses on the PCs being part of the community. Your PC isn't just a cleric, he's the town preacher. Unfortunately, it doesn't do much with it but give ideas on how PCs can be prominent in Quickstone and take the place of the NPC who fills that role.
 

So which version of D&D would you use for such a campaign? Why? What does that version offer? Or, which extra products would you use to help you run that game -- 3PP or old or current?
My old stand by and fantasy favorite 3E/PF1 is the answer. A plethora of character options, but also tons of sub-systems to make cities sing. 3E DMG II is esentially a two in one sandbox campaign tool kit and a city builder. Paizo's Ultimate Intrigue adds social mechanics to make the game open up beyond dungeon crawling. Paizo APs have many urban adventures included in Council of Thieves, Curse of the Crimson Throne, and war for the Crown ripe for the taking.
And as an aside (but obviously related to which version of D&D) how would you handle XP and leveling? How long would you extend levels? And what would you make adventures look like?
I ditched XP for milestone 15 years ago and never looked back. I am a fan of E6 (maybe E8 in PF) which keeps the game centered on the sweet spot. So, I wouldn't be in any hurry to blast the PCs into the upper levels. Otherwise, advancement is not unlike any other campaign.

What does make a city HQ campaign different is how the adventures come to the PCs instead of the other way around. I tend to rely on factions more than BBEGs. Working against one faction gives you allies in another. As the power dynamics shift, so does the adventures. The adventures themselves are more about solving mysteries, uncovering conspiracies, and fingering those responsible. Sometimes, the attack even comes to the PCs and their quarters. A fun turnabout of usual campaign play.
 

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