When it comes to high seas pirating or space exploration these kind of rpgs have an easy home base. Its the ship they sail or the ship they fly through space. Time after time the players will return to their vessel.
How well does a home base fit into other genres? Well it depends on the story but one thing I have come to notice is that players like creating their own little world within the world you are telling as the GM. A home base is a nice way to give them an in character means to affect a small part directly.
As mentioned in the article it is also a brilliant way to include plot hooks and threats.
Maybe home bases should be a section in every rpg book. They don't have to be a main focus but at least spoken about to help introduce the GM and the players to a setting.
Heroes are often shiftless wanderers, wandering from town to town looking for the biggest problem to tackle, the biggest monster to kill, and the biggest haul to score for a night of ale, wenches, and a shopping spree. This is a fine way to play, but it’s never really been my style. I tend to run games where the heroes take root in a single location for an extended period of time, sallying forth from their base of operations, tackling the latest adventure, and then returning home to spend their loot, bind their wounds, and do the miscellaneous downtime chores that happen between dungeon crawls and urban shenanigans.