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Worlds of Design: All Your Base
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<blockquote data-quote="Lanefan" data-source="post: 9041242" data-attributes="member: 29398"><p>These were our primary considerations when building our home base in the game I play in. We took over a cavern complex we had cleared out and made it - along with a few structures on the surface above - our base. It had to have some very specific considerations (which this place did) including somewhere to hide a zeppelin plus a few seagoing ships, also room for mages to conduct spell testing and fairly serious security to protect some very valuable items we had acquired. It also needed space to comfortably house about 50 people at any given time, which is what we'll use the surface structures for once we fix them up.</p><p></p><p>The other reason for choosing a remote location is that if-when we do get attacked - and over time we've got some mighty powerful people and groups pretty hacked off with us - the collateral damage to innocents will (hopefully) be kept to a near-zero minimum.</p><p></p><p>Neither of these were considerations, in that we have (or until recently had) means of instant long-range personal travel to anywhere on-plane we had been before and thus could scry. We also have more conventional means of travel - we now own three sailing ships (a warship, a small merchant ship, and a large pleasure craft) of which we anchor one in a harbour by our cave, one gets moored right inside the cave (it's a deep-water cavern), and we haven't figured out quite where we're storing the pleasure yacht yet as we just bought it. </p><p></p><p>That, and most of our recruitment usually happens in the field anyway.</p><p></p><p>For mundane supplies, there's a decent-size city a few days sail away. Not a problem.</p><p></p><p>For us it's none of the above. It's a remote hideaway where we as a company (there's about 30 of us all told, plus a few dozen hirelings and contractors) can rest, pool our resources, meet and interact, and so forth. Retired or inactive compsny adventurers can either stay here or visit now and then, up to them.</p><p></p><p>Contrast all of this with the home bases they've had in games I've DMed. </p><p></p><p>For one small-ish group who had a reigning monarch among their number, their home base was obviously her palace and the associated small city.</p><p></p><p>For another (different campaign) it was a castle bestowed them by a grateful king, which after some PCs put tens of thousands of g.p. into expansion and renovations became a rather large and imposing fortress near a small village in a peaceful realm. This became home base to a large company of adventurers (many of whom retired there when the campaign ended), and fulfilled the recruitment and "bastion of good" roles noted in the OP.</p><p></p><p>In my current campaign the nearest they got to having a home base of their own was when one of them built a pub; the <em>Fallen Flagon</em> became adventurers' ground zero for a few in-game years before its owner chucked it in and left. Now their "home base" might best be described as a large city they gravitate to when they've nothing else to do, mostly because that's where their various mentors have gathered in preparation for a (maybe-oncoming) war; but even that doesn't apply to everyone.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9041242, member: 29398"] These were our primary considerations when building our home base in the game I play in. We took over a cavern complex we had cleared out and made it - along with a few structures on the surface above - our base. It had to have some very specific considerations (which this place did) including somewhere to hide a zeppelin plus a few seagoing ships, also room for mages to conduct spell testing and fairly serious security to protect some very valuable items we had acquired. It also needed space to comfortably house about 50 people at any given time, which is what we'll use the surface structures for once we fix them up. The other reason for choosing a remote location is that if-when we do get attacked - and over time we've got some mighty powerful people and groups pretty hacked off with us - the collateral damage to innocents will (hopefully) be kept to a near-zero minimum. Neither of these were considerations, in that we have (or until recently had) means of instant long-range personal travel to anywhere on-plane we had been before and thus could scry. We also have more conventional means of travel - we now own three sailing ships (a warship, a small merchant ship, and a large pleasure craft) of which we anchor one in a harbour by our cave, one gets moored right inside the cave (it's a deep-water cavern), and we haven't figured out quite where we're storing the pleasure yacht yet as we just bought it. That, and most of our recruitment usually happens in the field anyway. For mundane supplies, there's a decent-size city a few days sail away. Not a problem. For us it's none of the above. It's a remote hideaway where we as a company (there's about 30 of us all told, plus a few dozen hirelings and contractors) can rest, pool our resources, meet and interact, and so forth. Retired or inactive compsny adventurers can either stay here or visit now and then, up to them. Contrast all of this with the home bases they've had in games I've DMed. For one small-ish group who had a reigning monarch among their number, their home base was obviously her palace and the associated small city. For another (different campaign) it was a castle bestowed them by a grateful king, which after some PCs put tens of thousands of g.p. into expansion and renovations became a rather large and imposing fortress near a small village in a peaceful realm. This became home base to a large company of adventurers (many of whom retired there when the campaign ended), and fulfilled the recruitment and "bastion of good" roles noted in the OP. In my current campaign the nearest they got to having a home base of their own was when one of them built a pub; the [I]Fallen Flagon[/I] became adventurers' ground zero for a few in-game years before its owner chucked it in and left. Now their "home base" might best be described as a large city they gravitate to when they've nothing else to do, mostly because that's where their various mentors have gathered in preparation for a (maybe-oncoming) war; but even that doesn't apply to everyone. [/QUOTE]
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