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Games where characters have home bases

Started by LizardLips, November 12, 2003, 04:36:20 AM

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LizardLips

I want to take a look at games where the players have a shared "home base". I believe InSpecters has a franchise controlled by the players, Birthright had players controlling kingdoms, and I think there's a game where spellcasters get together and create a home base of sorts.

What are the best examples of "home base" games. Are there any mistakes that have been made in "home base" type game designs that I can avoid?

J B Bell

The Hero System has rules for home bases, though like everything else, they're not required. Ars Magica has rules addressing covenants, and Nobilis has its chancels. Doubtless there are more examples.

But what kind of mistake are you worried about? Your question is somewhat vague so it's hard to know what kind of information you're looking for. Offhand, the only mistake I can see is providing rules for home bases when they're not needed, or not providing them when they are. What is going on in your design that (presumably) makes you feel you need home-base rules? What role does the base provide in your game?

In the context of an actual design, advice is likely to be much more helpful.

--JB
"Have mechanics that focus on what the game is about. Then gloss the rest." --Mike Holmes

LizardLips

Sorry for the vagueness. Its late and I should go to bed. Probably not a good idea to be posting in this condition. Anyway...

I've always wanted to run a game where the players were in charge of a kingdom. I tried Birthright years ago, but never got it to gel because the rules were pretty much tacked on to the DnD system and my players felt burdened by the responsibilities of running their kingdom.

I'm working on a game now that weaves Character stats with Kingdom stats. Players will want to work on the welfare of their kingdom because it will in turn allow them greater growth/freedom with their characters.

I don't want the Kingdom to be an entity seperate from the players, but I also don't want to have some sort of mystical force that binds the two together. I want logical, plausible reasons for the character and kingdom to feed off each other.

As one example, I'm thinking of having character stats diminish with non-use. A kingdom that is successful will grant the rulers more free time to keep their skills honed. I also want to work in all sorts of diplomacy, intrigue and war, all wrapped up in a troupe play style.

Whoah.. ok, I'm getting a little off topic. Basically, I just want to look at some games that have "done it right". I want something clean and elegant. I've been sucking up all the articles, reviews and old forum posts since discovering the Forge a few weeks ago and now I'd like  to dissect some good games to avoid making an overcomplicated mess with my own humble attempt.

Lxndr

Nobilis has excellent "Home Base" rules with the Chancels...

...but my money goes on Agone's "Realm" rules as the best I've seen in a published game, since they have rules for conquering other Realms, dealing with the populace within them, et cetera
Alexander Cherry, Twisted Confessions Game Design
Maker of many fine story-games!
Moderator of Indie Netgaming

Mike Holmes

Pendragon's "wintering" rules might be a good source of ideas. Bruce Baugh's new edition of Gamma World might be good, too. Aria, of course (rules for building the whole world in detail, and how to "run" it!).

And we'd be remiss if we didn't mention Hero Wars. There's a whole section on Communities, and another on Hero Bands that would pertain.

Other than that, uh, what JB said. More info.

Mike
Member of Indie Netgaming
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