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Need for a Home Base

Started by S'mon, March 10, 2019, 06:31:27 AM

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S'mon

Just musing to myself that all my successful long term campaigns have had the following format:

1. PCs start out in a safe and relatively familiar location, eg "You all meet at the Inn"; though it can be a castle or Pathfinder lodge, etc.
2. PCs hear the "call to adventure" - whether the greybeard in the corner with Quest to Save World, or just rumours of treasure
3. PCs go to adventure site, do stuff, then come back.

So, basically the "Hero's Journey".

Now, sometimes - often - the PCs eventually relocate their Home Base, eg they might move to a new Inn, or gain their own Castle. But the safe & familiar starting point seems to be very important for long term play. If I start the game as GM/am started as player with PCs on the run, looking for safety, or crashed on an unfamiliar & dangerous planet/island, it never works out. All player energy goes into establishing safety - creating that safe home base, or reaching a safe place - at which point the game feels 'done'. The energy dissipates.

Anyone else had this experience? Is it just me?

David Johansen

Well, I did have the one player, who, when faced with GURPS Dungeon Fantasy created a king with a castle.  You can do that on 250 points.  I just smiled and told him that his castle can also be the dungeon and had a retainer let in the monsters by treachery.
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OmSwaOperations

Not really had that experience... tbh I don't necessarily think this is a problem. Once the players have emotionally invested a lot in the safe space, having something destroy or otherwise threaten it could surely motivate them (or at least motivate them a lot more than having something threaten some fantasy town they haven't built up investment in).

PrometheanVigil

#3
Quote from: S'mon;1078445Anyone else had this experience? Is it just me?

As a player, I naturally try to build foundations in the game-world. Whether it's working relationships, businesses, investments or even alliances.  This inevitably allows me to be OP both in a mechanical and narrative sense but in that good way where it's constructive and gives the GM more stuff to build drama and scenarios around. I did this in the first VTR game I played in years back and though that particular game is a saga in and of itself in how left it went, the long and short of it is that I was on my way to having my PC become a mission-giver while the other PCs did essentially fuck-all.

As a GM, right off the bat my experience is quite different to the vast majority of GMs. What you've described, I've experienced multiple times in different games (OTOMH -- Only War, Promethean, The Void, Mage etc...) . Where my path evolves from this point is when you've experienced your players ultimately start building their own strongholds against each other. The internal politics between the PCs gets real -- my Hunter game was the best (and most notorious example of this) at this. They hadn't even reached Tier Three and they were already only helping each other for mutual gain. And on a side note, that game cemented for me that Hunter is the most political game of the NWOD series by far. Oh my God, I remember when one of our two Hashashin PCs saw that the heretical Christian prophet PC had two bodyguards in the shadows keeping watch over their leader... the look on his face in real-life when he realised how powerful the PC had become in comparison, ahahaha.

(this has veered somewhat off-topic but fuck it, it's me baby)

As I am, so are my players. I remember once during my last VTR game I GM'd I off-hand joked that some of the players were obviously my childer because of the fact that half my players (4 of 8 at that point) had chosen to go Daeva for their Clan (or changed to Daeva) and it was funny because my first character as a player was a Daeva. We all laughed but then I caught this slow dawning realization on some of their faces seconds later what the reality of that meant... especially given the choices and playstyles of some of those Daeva players. Hahahaha...

EDIT: To the above semi-SOC, in that same first VTR game I played in, I got my PC a new haven (stronghold) by investing a dot of Resource into a downtown goth club as a silent partner + the promise of getting more people to the club on a, I think, successful MNP+PERS roll (because Daeva, obvs). GM was cool with me so was like "go for it". Had an office/apartment in the basement -- big upgrade from the shitty motel room with curtains drawn, sleeping in the bathroom. I put a dot of Security on that Haven immesheately because by that point the other players were OOC plotting to sabotage/kill my char.
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Motorskills

I'm using a "home base" of some kind much more these days than I ever did before. Part of the Session Zero is grounding the adventuring team with some shared social history, a town where they all came from, family, a patron, some combination of that.

While some physical structure can be involved, the social stuff is more important than the actual bricks and mortar, for the reasons stated in the OP. They want to leave that area, fo wanderlust, or some other grounded reason. After all, why doesn't the party immediately retire after their first big score - they could sell a couple of minor magic items they found, and live at a reasonable level of comfort and safety for years to come. I agree that starting the party off as needing to find shelter and safety is going to prove challenging sooner or later.
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Kael

Call me crazy, but I like D&D tropes, and having a "home base" is one of them. Returning to a familiar location is always a nice way to reset and make the setting feel like a real place with a true sense of "home."

Spike

Years ago I had a strange sort of epiphany, that for all I tend to play 'Gun Bunnies' and other combat mongers in games, if I were to pick an actual style of play (as a player), the best way to describe it would be to use the Architect Nature from the old White Wolf.

My only experience with D&D 4e saw my character attempting to construct a wooden picket camp in the woods outside of the 'Point of Light' village we were protecting local goblin tribes, effectively expanding the defensive perimeter, allowing us to forge deeper into Goblin Territory instead of restricting ourselves to short patrols from the village itself.  Unfortunately we ran smack dab into the default 4e playstyle, which is based on a very 'board game' style encounter system and the group collectively decided that it wasn't worth the effort to force the system to play more like 3.5, so we dropped it after one session.

In most games I've participated in as a player I am 'incidentally' disruptive because I always begin looking for ways to make my own mark on the setting, my own goals beyond simply 'kill monsters, collect loot', and I always have, from buying the local tavern in WHFRP, when the GM stranded us in some small town, to organizing a grass-roots guerilla army to fight the Clans on an occupied world in Mechwarrior, to the above story from 4e.

I think giving players the opportunity to interact with the setting in their own way, the freedom, is more important. Having an established base is sort of an accidental 'permission' to get involved in the local, if imaginary, community, to get invested in the NPCs, and to form goals beyond simply 'stab monsters in face, get gold'.   Its... lets call it the symptom rather than the cause of 'good game play', if you will.
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HappyDaze

My players have tended to go away from the idea of a home base--especially in fantasy games--or at best they want a mobile home base (like a starship in a sci-fi or space opera setting). In Shadowrun, my players never wanted to stay in a "home Sprawl" but wanted to move from city to city as the jobs occurred. The only time they really went with a home base was in a super hero game, but that's because they went with the "super heroes are reactive" bit quite hard.

S'mon

Quote from: PrometheanVigil;1078473(this has veered somewhat off-topic but fuck it, it's me baby)

Yeah, you do you. :D

S'mon

Quote from: HappyDaze;1078479The only time they really went with a home base was in a super hero game, but that's because they went with the "super heroes are reactive" bit quite hard.

I noticed my 6-year, 30-level 4e campaign was VERY like a comic book superhero serial! It was even named Loudwater after the starter town home base - eventually the PCs moved to a manor house a bit north of town.

Haffrung

PCs spending their first few levels in a town with several adventure locations nearby, building up relationships with the NPCs and returning to the home between adventures, has to be one of the most common game modes in D&D. Which is why is't so weird that WotC and others haven't published more of them. You'd think a detailed town, a dozen or so nearby lairs, and a couple small dungeons in the region would be a staple of adventure and setting publishing. Instead we get much more high-level setting material - whole continents or kingdoms, megadungeons, and world-spanning adventure paths.
 

Shasarak

Quote from: S'mon;1078445Anyone else had this experience? Is it just me?

I have not had that experience.  The main problem that I have experienced was not being able to stay in the same place long enough to build up a home base because the adventure keeps moving.
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There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus

HappyDaze

Quote from: Shasarak;1078495I have not had that experience.  The main problem that I have experienced was not being able to stay in the same place long enough to build up a home base because the adventure keeps moving.

Very much this, especially in games like Star Wars but even in several fantasy games. My players are about as likely to settle down as a young Conan.

Shasarak

Quote from: HappyDaze;1078502Very much this, especially in games like Star Wars but even in several fantasy games. My players are about as likely to settle down as a young Conan.

One good thing about Sci Fi games is that you can use your Ship as a home base (like the Millennium Falcon).
Who da Drow?  U da drow! - hedgehobbit

There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus

Steven Mitchell

I've had the home base more often than not.  When I haven't, it's usually been an episodic, traveling game, where the premise was that the characters were rootless.  Kind of a "Man with no name" Eastwood vibe.  When the players got tired of the episodic nature and the characters settled down marked the beginning of the end of the campaign.

Curiously, one of my current campaigns is a sandbox without a home base yet.  The characters went through a portal at the call of deity, but missed their target location.  So they've had about 20 hours of play out in the wilderness.  They are trying to find a home base, which is effectively the campaign thus far.

In my other current campaign, it was running episodic until the players found an abandoned keep, and suddenly decided they wanted to secure the area.  Completely changed the focus of the campaign.  

So I would have answered this question somewhat differently up until a couple of years ago.