Caveat: still have not RUN or PLAYED this game (though Doyce Testerman I want to take you up on your offer.

Caveat: still have not RUN or PLAYED this game (though Doyce Testerman I want to take you up on your offer.

Caveat: still have not RUN or PLAYED this game (though Doyce Testerman I want to take you up on your offer. But my life has basically become insane since Dec 23).

What do people think of the idea of having a team HQ and letting the heroes pick Advances for it (better security, teleport tubes, a pool, a big TV, etc) as the game progresses. Not using a personal advance, but just as a fun thing for them to decide on?

8 thoughts on “Caveat: still have not RUN or PLAYED this game (though Doyce Testerman I want to take you up on your offer.”

  1. I did the same in my game. Basically gave them Mentor’s Resources from the Protege playbook. I think it only works if you don’t have a Protege or a player who doesn’t want to or can’t share his sanctuary.

  2. Just giving them the options from the Protege playbook could work as long as you can convincingly work it into your narrative. It works easiest if one of the team is actually of the Protege playbook, but could easily work without it. (In the New Teen Titans in 1980-ish, Cyborg’s father designed and built the original Titan’s Tower for the team. They originally didn’t even know where it came from and its origin was only revealed later when Cyborg’s dad tried to reconcile with him before dying.)

  3. This works fine, as others said make sure you don’t step on the protégé’s turf. But if your game does not have a protégé then it’s a great idea and the players will love it.

  4. Have your team get sponsored by:

    Nike! They give you great uniforms, a workout space, a basketball hoop, a tennis net, etc.

    Apple! Great communicators, cool looking glasses, a bearded guy to fix your headquarters stuff when it breaks…

    Etc

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