So I ran a campaign with town mechanics. The town had stats same as a player and had to make skill checks as a player. The PC's were all 'important people' in town, though none of them were technically the lord. He was a rather feckless, but nice, NPC that deferred to the players a lot and 'ruled' while they were out doing adventuring. Strength was force at arms. Dexterity was roads and transportation. Constitution was hygiene and health of the population. Intelligence was how many seers and experts there were. Wisdom was how socially compassionate the population was to members. Charisma was how nice the town looked to outsiders. All the stats started at 1 and went up to 20. Hit points were a reflection of the size of the population. As the characters did things the town levelled up along side them, and they could decide what would be best for the down. 'Downtime' was essentially building up the town. One adventure had the players deconstructing a human trafficking ring, bringing the prisoners to their community, and expanding it. They donated a lot of their gold to things like buildings roads, special businesses, and taking the town in the direction they wanted. There were special NPC's that they had special relationships with. And best of all, if a character didn't want to help the town, it wasn't a biggie. It was always there as an option for the down time. The great part came at the end when the town was besieged in a war. The players took turns making checks with bonuses made during the course of the campaign. They failed to get aid because their town was basically a glorified war camp, nor were they able to convince some mercs to change sides. They also barely had the magic necessary to prevent squads from teleporting into town behind enemy lines. But their strength was huge as they had engaged in wyvern and firedrake cavalry and built some really, REALLY sturdy walls. By the end of the fight 1/3 of the population had died in the grindfest of constant assaults and sieges. Best off all, it all happened while the PC's were in the abyss dealing with the demon queen that had started the attack. They took over vital NPC's during the fight with commoner stats and took turns rolling for the battle in their part of town.
In one of the best 2E AD&D games I've ever run, I made all the character come from the same small city or close to it. This provided the characters with a home and a community. They knew the city guards, the priests in the temples, the local magic user, and (as the game progressed) the local nobility. They formed relationships with these people so when adventure called than away they always looked forward to returning home. The relationships also existed among the characters, as I had them choose if they knew each other and how well. They chose to be friends and that made it easier to plausibly involve the entire party in adventures that initially benefited themselves and their community.
Our ship was our way to the Isle of Dread and, by the time we got there, we were extremely protective of where we were going to moor her. And after the adventure, why would I possibly want to build a castle when we had a ship?! That was long ago. Now, I can play 7th Sea and swashes can once again be truly buckled! Hooray!
+1 on the allure of the scent of salt in your nostrils, and the ultimate camaraderie of a large group of people who depend implicitly upon one another for their safety. There is very few things that can live up to that shared joy.
To me there's something that actually surpass ships in a fantasy settings: a moving castle! To me is the definitive ttrpg home, not only you have the complete freedom to go and live where you wish but you also have the advantage of having a damn castle!
Wondering how best this might apply to RQ:G - what are some good sources for sail in the Bronze Age? I know there were sewn-plank boats akin to Hong Kong dragonboats in use around Britain a couple of millennia BCE but whatt kinds of ships did they have in the era of the Sea Peoples, and the Minoan civilisation? Evidently for a ship to be a base it needs to be bigger than a dragonboat, right?
I am a bit puzzled as to why calling it a "player base". The closest term I can remember to have heard is "power base". I do not think the word "player" fit here at all, as it is for the characters. Usually "player base" is used to refer to the players (and/or the community) of a game (often online games). It is excellent that you bring up the topic, as I see a Power Base as an excellent tool for the GM to handle a campaign. Yes, it is useful for player management, as the Power Base is an obvious place to park the character of a player who can not make it. (Not the classic: Stuffing that character in the backpack, to be pulled out for a short moment when a specific ability of that character is suddenly needed.) Even parking spots for characters whose players are on extended leave or have retired entirely. Campaigns where players have more than one character or Player-NPCs. (They exist, but I recommend against them.) Parking spot for the current GM's character in revolver campaigns. And a spot to keep the GM-PC (They exist, but I recommend against them.) at a safe distance away from the group. I have heard other terms for "power base"; like "Head Quarter" and "Haven". I think superhero role-playing systems were some of the first I learned the idea from, and that is quite some years ago by now. So I am a little disappointed that the "power base" has not gained more popularity. It provides many options for the characters, they have a place to sleep at night. Ok, I m aware that the "murder hobo wargame" (abbreviated D&D) still is a huge curse, where their soldiers sleep in ever-changing places (the hobo part.). Here a "power base" can be a tool to get the players to be more serious about how they play their characters. They can extend the "power base" with what they feel for, workshops, sleep chambers, training rooms, loot storage halls, etc. And best of all: A ballroom (or something similar) where the group can throw parties, one of the best sources for interesting role-play!!!
So I ran a campaign with town mechanics. The town had stats same as a player and had to make skill checks as a player. The PC's were all 'important people' in town, though none of them were technically the lord. He was a rather feckless, but nice, NPC that deferred to the players a lot and 'ruled' while they were out doing adventuring. Strength was force at arms. Dexterity was roads and transportation. Constitution was hygiene and health of the population. Intelligence was how many seers and experts there were. Wisdom was how socially compassionate the population was to members. Charisma was how nice the town looked to outsiders. All the stats started at 1 and went up to 20. Hit points were a reflection of the size of the population.
As the characters did things the town levelled up along side them, and they could decide what would be best for the down. 'Downtime' was essentially building up the town. One adventure had the players deconstructing a human trafficking ring, bringing the prisoners to their community, and expanding it. They donated a lot of their gold to things like buildings roads, special businesses, and taking the town in the direction they wanted. There were special NPC's that they had special relationships with. And best of all, if a character didn't want to help the town, it wasn't a biggie. It was always there as an option for the down time.
The great part came at the end when the town was besieged in a war. The players took turns making checks with bonuses made during the course of the campaign. They failed to get aid because their town was basically a glorified war camp, nor were they able to convince some mercs to change sides. They also barely had the magic necessary to prevent squads from teleporting into town behind enemy lines. But their strength was huge as they had engaged in wyvern and firedrake cavalry and built some really, REALLY sturdy walls. By the end of the fight 1/3 of the population had died in the grindfest of constant assaults and sieges. Best off all, it all happened while the PC's were in the abyss dealing with the demon queen that had started the attack. They took over vital NPC's during the fight with commoner stats and took turns rolling for the battle in their part of town.
Sounds fantastic!
Great idea :)
In one of the best 2E AD&D games I've ever run, I made all the character come from the same small city or close to it. This provided the characters with a home and a community. They knew the city guards, the priests in the temples, the local magic user, and (as the game progressed) the local nobility. They formed relationships with these people so when adventure called than away they always looked forward to returning home. The relationships also existed among the characters, as I had them choose if they knew each other and how well. They chose to be friends and that made it easier to plausibly involve the entire party in adventures that initially benefited themselves and their community.
Wonderful to hear John Wick again. Gave me the pep I needed to run Scarlet Citadel tonight. Yearning to get back into some 7th Sea though...
Our ship was our way to the Isle of Dread and, by the time we got there, we were extremely protective of where we were going to moor her.
And after the adventure, why would I possibly want to build a castle when we had a ship?!
That was long ago. Now, I can play 7th Sea and swashes can once again be truly buckled! Hooray!
Hearing him talk about estates and castles stirs hope of a Houses of the Blooded 2nd edition.
Maybe one day. :)
"Give your players a ship"
Sir yes sir, this is a pirate adventure now
Fantastic interview! I found it very inspiring and informative.
Thanks for watching! Great to hear you enjoyed it. Hopefully it inspired something cool for one of your games.
+1 on the allure of the scent of salt in your nostrils, and the ultimate camaraderie of a large group of people who depend implicitly upon one another for their safety. There is very few things that can live up to that shared joy.
To me there's something that actually surpass ships in a fantasy settings: a moving castle!
To me is the definitive ttrpg home, not only you have the complete freedom to go and live where you wish but you also have the advantage of having a damn castle!
I would like to hear more about 7th Sea.
Wondering how best this might apply to RQ:G - what are some good sources for sail in the Bronze Age? I know there were sewn-plank boats akin to Hong Kong dragonboats in use around Britain a couple of millennia BCE but whatt kinds of ships did they have in the era of the Sea Peoples, and the Minoan civilisation? Evidently for a ship to be a base it needs to be bigger than a dragonboat, right?
I just realized that living on a saliboat makes me a live action rolplayer.
I am a bit puzzled as to why calling it a "player base".
The closest term I can remember to have heard is "power base".
I do not think the word "player" fit here at all, as it is for the characters.
Usually "player base" is used to refer to the players (and/or the community) of a game (often online games).
It is excellent that you bring up the topic, as I see a Power Base as an excellent tool for the GM to handle a campaign.
Yes, it is useful for player management, as the Power Base is an obvious place to park the character of a player who can not make it.
(Not the classic: Stuffing that character in the backpack, to be pulled out for a short moment when a specific ability of that character is suddenly needed.)
Even parking spots for characters whose players are on extended leave or have retired entirely.
Campaigns where players have more than one character or Player-NPCs. (They exist, but I recommend against them.)
Parking spot for the current GM's character in revolver campaigns.
And a spot to keep the GM-PC (They exist, but I recommend against them.) at a safe distance away from the group.
I have heard other terms for "power base"; like "Head Quarter" and "Haven".
I think superhero role-playing systems were some of the first I learned the idea from, and that is quite some years ago by now.
So I am a little disappointed that the "power base" has not gained more popularity.
It provides many options for the characters, they have a place to sleep at night.
Ok, I m aware that the "murder hobo wargame" (abbreviated D&D) still is a huge curse, where their soldiers sleep in ever-changing places (the hobo part.).
Here a "power base" can be a tool to get the players to be more serious about how they play their characters.
They can extend the "power base" with what they feel for, workshops, sleep chambers, training rooms, loot storage halls, etc.
And best of all: A ballroom (or something similar) where the group can throw parties, one of the best sources for interesting role-play!!!
𝐩𝓻Ỗ𝓂Ø𝓈M 💞