I’ve always loved the idea of developing a “place” in play: a location, a home, an organization. I remember when Advanced Dungeons & Dragons arrived it presented the concept of high level fighters & such having a castle or keep. The rules limited this privilege limited by level– you needed a ton of experience before you could be lord of a fortress. And it also cost in-game money. A hefty price tag would consistent mechanic in ttrpgs for years. If you wanted something big– vehicles, robots, a wizard’s tower– you had earn hard cash first.
That system would evolve with cash-based economies joined by point-based ones. Champions and accounting-heavy games would eventually create systems for detailed base-building. But these were often architectural and mapping sub-systems and just involved making a big vehicle that didn’t move. There would be other approaches, but the next big shift came with Forged in the Dark’s Crew Playbooks.
Developing your Crew offered many benefits: increased effectiveness in certain areas, physical locations offering a benefit, new access, additional members. A tier system and crew special abilities added to that. You picked elements from a flow chart on the Crew sheet, another version of experience points being converted into benefits. This system offered a striking new area for game design. I’ve talked before about how games like Girl by Moonlight and Vergence use those as campaign and series frameworks.
But one of the most exciting new Forged in the Dark approaches has been that of Mountain Home. In MH you play Founders, leaders setting up a new Dwarven Settlement. The settlement itself acts as a kind of crew playbook, but there’s a shared template. You can choose between claiming a lost fortress, building a buried metropolis, being on an exodus from their previous settlement, or seeking to mine a new mother lode. Each has questions to help set things up and there’s a definite shift in tone between them. The choice of settlement type impacts abilities, special discoveries, and a couple of other things.
Mountain Home, like other Forged games, has a distinct cycle of play. The Settlement Phase is final part of Mountain Home’s play cycle and includes the Downtime phase. It marks the end of the year–something which mentally gives the players a sense of closure and the larger span of time happening. The phase begins with players activating Claim Buildings. I’ll come back to that in a moment, but basically there are effects: like special healing or increasing reputation which are based on particular buildings.
Downtime actions in the settlement phase include the usual FitD choices, like training and clearing stress. But the big ticket item here is the Long Term Project. As with other FitD games these can be flexibly used for lots of things.
These projects include two of the most important aspects of Mountain Home: Discoveries and Claim Buildings. The players’ settlement is broken into four rows and five columns. The rows represent depths from Surface to Depth 3. Each of the intersections of Depth and column have two spots where players can eventually build Claim buildings. But to do so, they first have to discover and explore them– a long term project. When they finish that project, the GM rolls to see what kind of location it is (Earthy Caves, Iron Vein, Lava-Filled Caverns, etc). The depth and kind of discovery affects what kinds of buildings can be constructed in those two associated spots. There’s also a set of special discoveries which can get triggered, unique to the kind of settlement being built.
The other big long term project is establishing one of those Claim buildings. As I mentioned, some have requirements for where they can be built. For example a Lumber Mill can only be built in a Surface Forest, a Research Library in an Ancient Ruin, an Iron Guildhall in an Iron Vein. These have different Tiers (up to IV); the clock for building them is 3+Tier. So with a couple of people working, a building can often be finished in a single Settlement phase.
This breaks the concept of base building away from just point-buying or experience spending. Instead the act of creation is part of play. That’s novel and opens up what you can do in play. Functionally you have two things. The first is the idea of a space which needs to be prepared: explored, excavated, etc. Players take actions and invest in handling that. Then there’s actually choosing and building things in those uncovered areas.
The selection of buildings is really interesting, but with room for the players to add more. Some affect the Trade roll which is made after the Downtime phase, generating treasure. Others are permanently dedicated for effects. For example, you need to dedicate a Farm of some kind to raise your settlement’s Tier. There’s enough options and interesting ideas there that the players will always have tough choices– and each settlement will be different. When I ran it players did projects to come up with the plans for new buildings (which they then spent actions building) including a Hot Springs.
I would say the Settlement map, the Claim buildings, and that whole system is really the secret sauce of Mountain Home. It’s great and really makes adding what are effectively elements to your crew sheet feel super satisfying.
You can easily hack this in-play base-building I can imagine using this for developing a space colony; it maps easily to that. You could adapt it for something post-apocalyptic like Forbidden Lands or Twilight 2000. The players find an abandoned base or town and have to work to restore it. For something like Urban Shadows or Vampire, it might be about extending influence over the area. One idea I’ve mentioned before is the concept borrowed from Wrath of the Autarch. In this fantasy setting, the players are exiles who had fled and found themselves at a long-lost supernatural fortress. They have rebuild that in order to gather allies and strike back at the Empress who drove them out