An idea for crafting a supergroup's home base.

Superhero roleplaying in a world gone mad!

An idea for crafting a supergroup's home base.

Postby Doktor Xombie on Thu Apr 09, 2009 1:30 pm

So, I've got an idea to create an optional set of rules for creating a Headquarters. The plan is to have players sit down as a group to create (or start creating) their ideal base of operations. Each player would recieve a small pool of points and at their option can add more to it from their leftover character points on a one for one basis.

First they would decide upon a Structure which would have a set number of "rooms" to fill as well as base Hideout and Defense traits. Hideout determines how hard it is for your enemy to locate your HQ, and Defense determines how hard it is for them to breach your security. After that, the players can purchase a large number of addons from defenses to training areas where they can practice their skills (places to spend XP even if you haven't been using a skill, trait or power much in game.) Some of these addons take up room space while others boost the Defenses or Hideout score.

Players can even spend XP later to improve their HQ if they so choose.

Anyway I'm curious if anyone has done something like this before? Seems like a great way to bring the group deeper into creating their team as well as more to spend XP on which has a way of prolonging a game.
-Dr. X
Doktor Xombie
 
Posts: 32
Joined: Tue Oct 17, 2006 11:34 am

Re: An idea for crafting a supergroup's home base.

Postby mintroll on Wed Apr 29, 2009 8:01 am

If you want to have base design rules, I'd suggest looking at the following:

Conspiracy X 2.0 (RPG)- a simple and clean set of ideas, though for a more gritty style campaign,
Operation Perfect Blue (RPG) - very much like running a game of X-Com UFO Enemy Unknown, perhaps a tad too involved and complicated,
X-Com UFO Enemy Unknown (Computer Game) - a classic computer game, also very good for ideas of building/running/maintaining bases, you can check it all out for free - they're making an opensource version of the game... I forget the address of the wiki right now,
X-Com GURPs (fan RPG addon) - someone wrote up a set of base design rules in GURPs a long time ago (for thrid edition... we're on fourth now), no idea where though, I recall it basically being a exact port of the X-Com stuff,
Ars Magica (RPG) - magic in the middle ages, running the covenant (home base) is a major part of the game. Writing books, inventing new spells, hiring and training grogs (the staff). The Covenants source book is nice, though probably a bit too specific to the magic setting. When building the covenant you use story hooks for certain aspects... which is nice GM fodder.

I personally like the Conspiracy X idea, it's simple and can be easily adapted to any setting and system.

Hope that is helpful, or at the very least interesting.

In fact, it might be a nice idea to do an ORE set of 'home base' rules and put them in a supplement.... (hint, hint)
mintroll
 
Posts: 15
Joined: Fri Jul 06, 2007 5:15 am

Re: An idea for crafting a supergroup's home base.

Postby Doktor Xombie on Thu Apr 30, 2009 1:36 pm

Conspiracy X 2.0 is the inspiration for this idea actually. :D

Right now I'm just working on my campaign world and trying to figure out how complex to go when I do write them up. Getting my campaign ideas sorted is priority one though.
-Dr. X
Doktor Xombie
 
Posts: 32
Joined: Tue Oct 17, 2006 11:34 am

Re: An idea for crafting a supergroup's home base.

Postby mintroll on Fri May 01, 2009 4:26 pm

Also there are the company rules from Reign.. which are due to appear in the Grim Wars supplement (that's the reason I'm hoping for that book to be done soon).
That's not the same as a base as such... it could be an alternative idea.

The reason I like the Conspiracy X 2.0 rules are they are quick and simple, but quite detailed.

The Ars Magica Covanent Story Hooks give you cool things for your base, but at the cost of being plot hooks. Which is also a very nice idea.
For example, you have a super jet at your base your team uses to get around. BUT, it requires a unique fuel only available from place X... cue interesting plot hook. Another ArM idea... troupe style play. Each person having several characters, some of them are staff at the base - I don't think that works for many genres though... not a lot of roleplaying for the maintenance guy or office clerk.

Games where the base plays a big enough part to warrent rules are also generally long temr affairs... other wise what is the point of wasting time on it.
mintroll
 
Posts: 15
Joined: Fri Jul 06, 2007 5:15 am

Re: An idea for crafting a supergroup's home base.

Postby mintroll on Tue Jun 16, 2009 4:35 pm

To Doktor Xombie:
How did this idea go in the end?

To Shane Ivey:
Is this an idea you might put into a future supplement...?
I known you've got a plate full of stuff already in the pipe line, but just a thought.
mintroll
 
Posts: 15
Joined: Fri Jul 06, 2007 5:15 am

Re: An idea for crafting a supergroup's home base.

Postby Shane Ivey on Sun Jun 21, 2009 5:29 pm

I'll probably just put it on our blog.
Shane Ivey
Site Admin
 
Posts: 840
Joined: Mon Oct 16, 2006 2:09 pm

Re: An idea for crafting a supergroup's home base.

Postby Doktor Xombie on Wed Jun 24, 2009 8:25 pm

mintroll wrote:To Doktor Xombie:
How did this idea go in the end?

Sadly I just moved to a new town and am without a gaming group to try this on. :(

Soon though hopefully! :D
-Dr. X
Doktor Xombie
 
Posts: 32
Joined: Tue Oct 17, 2006 11:34 am


Return to "Wild Talents" General

Who is online

Users browsing this forum: No registered users and 1 guest

cron