CREATING HOMEBASES

Adventurers do not exist (well, or for long) in a vacuum …

Many gaming groups organize their adventuring around a “home base” village, town, city, colony, or space station when first starting a new Adventuring group.

A homebase provides clues to undertake adventures, essential services the Adventurers need to succeed over the course of those adventures, and places to spend those hard-earned adventuring rewards.

Over time, the Adventurers may “outgrow” a homebase and relocate or start a new one more suited to their growing abilities and influence.

Core Homebase Design

HOMEBASE NAME
What is the home base called?
Choose or generate a name for this home base.

HOMEBASE APPEARANCE
Start with a map …
What first impression does this homebase make on the Adventurers?
How old is the homebase?
What is happening when first encountered? (May depend on time of day…):

  • sleep
  • morning time
  • breakfast
  • morning work
  • lunch
  • afternoon work
  • dinner
  • relax
  • bedtime

Daily activities in and around a home base change depending on the month or season, such as the medieval Labors of the Months:

  • Baking
  • Butchering
  • Collecting and Gathering
  • Countryside (Walks)
  • Courting
  • Digging
  • Feasting
  • Fertilizing
  • Fires/Hearth
  • Flowers
  • Fruit Picking
  • Harvesting
  • Hawking
  • Hay
  • Hunting
  • Milling
  • Mowing
  • Planting
  • Plowing
  • Pouring wine into barrels
  • Pruning
  • Repairing
  • Rope Making
  • Salting and Smoking
  • Scaring the Birds
  • Scything Wheat
  • Sharpening Sickle
  • Shearing and Spinning
  • Skinning
  • Sowing
  • Tool Mending/Making
  • Treading Grapes
  • Tying
  • Weaving
  • Weeding
  • Winnowing and Threshing

HOMEBASE NEEDS / AGENDAS / HOOKS
How does this homebase provide an adventure for the players?

  • A need to fulfill? The adventure hook … something adventurers may help to resolve?
  • An agenda or task the NPC is set to complete which may aid or conflict with the PCs tasks?

Additional Optional Homebase Design

HOMEBASE RUMORS / CLUES / SECRETS
What happens in and around the homebase that could affect, help, or hinder the Adventurers?

  • Events - interruptions from the universe at large?
  • Interludes - backstory questions and answers which are not conflict based, but further the NPC and the Adventurers' stories
  • Encounters / Social Conflicts - things the PCs may have to “talk” the locals into sharing

HOMEBASE FACTIONS
Who are the powers in charge of the homebase and what are their agendas?

HOMEBASE GOVERNMENTS
Who are the public servants of the homebase and who do they answer to?

HOMEBASE ORGANIZATIONS
Who are the other groups organized to action and what are their purposes?

HOMEBASE LAWS
What legal tripwires lay in wait to snare the Adventurers unexpectedly?

HOMEBASE POLITICS
What are the driving attitudes causing conflict between the groups in and around the homebase?

HOMEBASE CORPORATIONS, UNIONS, OR GUILDS
Who are the commercial and professional groups around the homebase?

HOMEBASE RELIGIONS
What do the population of the homebase believe in?

HOMEBASE CUSTOMS
What social tripewires lay in wait to snare the Adventurers unexpectedly?

HOMEBASE LANGUAGES
What languages are spoken or written around the homebase?

Design Worksheet

Create a note card for each possible Homebase:

CORE DESIGN
HOMEBASE NAME
HOMEBASE APPEARANCE
HOMEBASE NEEDS / AGENDAS / HOOKS
ADDITIONAL DESIGN
HOMEBASE RUMORS / CLUES / SECRETS
HOMEBASE FACTIONS
HOMEBASE GOVERNMENTS
HOMEBASE ORGANIZATIONS
HOMEBASE LAWS
HOMEBASE POLITICS
HOMEBASE CORPORATIONS, UNIONS, OR GUILDS
HOMEBASE RELIGIONS
HOMEBASE CUSTOMS
HOMEBASE LANGUAGES

Additional Resources

Salvage Space: Setting

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