In this campaign run by Raymond we explore the human nature, heroism, greed, and power through the lens of superpowered adventure.
Base Raiders is set in a world where all the heroes and villains have disappeared, but they have left their secret bases behind. Base raiders are the people that loot these places.
In our campaign our players are part of a international adventure race, where they break into, you guessed, abandoned super bases.Each adventure of this series is called a Heat, and each Heat has 2-4 parts/episodes. you can find all those episodes above in a nice big playlist, or in the ABR tag.
If you’d like to read our setting primmer you can find it here.
Below we also have some reflections on the campaign from the players.
Alex (Gregg): I’m so glad I got the opportunity to experience and explore the incredible and extraordinary world of Base Raiders. While I feel the system is designed to be a high-tech, abstract dungeon crawl, this campaign shied away from that. While there were definitely some amazing set piece moments (like the Nazi UFO rising up from underneath Paris), this campaign was really about three non-humans finding their humanity. I loved how Raymond gave every character a chance to shine and played upon everyone’s strengths and weaknesses at various times. Every character had a chance to grow, even my ridiculous sentient fart cloud.
Ryan (Amriel):First, there were the characters. We started off as an oddball bunch—a demon, a ghost possessing a robot, and a super intelligent cloud of nano-machines that smelled vaguely like a fart—and we just got weirder as the game progressed. Each of our characters had an arc that allowed us to explore their personalities and motivations.Beyond that, the evolution of the party relationship was fun to play out. With the volcanic explosion and the lost teammate in our backstory, not to mention our wildly divergent character concepts, we got off to something of a rocky start. By the end we’d developed a real rapport with each other as players, and our in-character banter and downtime role play became my favourite parts of the campaign. Heat 5, the section of the campaign where we went camping in the Hollow Earth, had me grinning as we played, even though we got very little accomplished aside from throwing a barbecue for the other competitors.
Finally, Raymond did a stellar job of weaving together all of our weirdness into a coherent story. From the huge cast of NPC competitors to the charming one-offs, he peopled the world with compelling characters who were fun to interact with. Even the Valkyr, who seemed to be the campaign’s heavies for most of the runs, were more than they appeared. In an imaginary space, you can never go over budget, and Raymond took full advantage of that as GM, taking us to various dangerous, odd and exotic locations across the globe (and on the moon). The locations, set pieces, and action sequences were all great.
Adventure Base Raiding was a blast to play, from the kick-ass fight on the side of the crashing flying saucer in Heat 3, to the fraught negotiation with the alien nebula in Heat 4. Every session had something new, exciting and interesting to offer.
Raymond(Game Master): I’m kinda touched by the wonderful things the boys have said. I wanted to take the opportunity to thank them for sticking with it and giving their best to the campaign. Make time for it every week and really focusing in on the play space.
Of course there was stuff I would have done differently if I could. it was still an excellent campaign, and I think; a great series.