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Old 03-08-2016, 09:59 PM   #31
patchwork
 
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Default Re: [Game] Let's Make a Post-Apocalyptic Setting

Given the lack of fuel, following the currents in somewhat improvised clipper ship-like constructions is much more sustainable than trying to use powered ships or flight consistently (the Boatswain's Mates are ecstatic, and back in their element). That means swinging a little north to catch the South Equatorial and Mozambique Currents to Madagascar and Cape Town fairly safely and reliably; the trip back via the South Indian Current is considerably slower and less safe. Once or twice the return trip has swung wide to hit Perth, West Australia, but that's very risky with this level of supplies and infrastructure. Afrikaans is starting to creep into the US Navy dialect.

A good comparison would be Gilded Age San Francisco; while prostitution is widespread and socially acceptable, any act of violence or cruelty towards a woman is likely to result in a severe beating if not an outright lynching.

What are the Diego Swabbies running out of that they desperately need to find a new source of?

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Old 03-09-2016, 02:01 AM   #32
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Default Re: [Game] Let's Make a Post-Apocalyptic Setting

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Usually the southern tip of India and Sri Lanka, occasionally Indonesia or Somalia. Generally, offering food and other trinkets can get them to agree to travel to the far off islands. One concern is that because the Diegans haven't been infected, they have no resistance to the disease, and could be wiped out by a single person carrying the disease, so a strong quarantine is enforced.
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Given the lack of fuel, following the currents in somewhat improvised clipper ship-like constructions is much more sustainable than trying to use powered ships or flight consistently (the Boatswain's Mates are ecstatic, and back in their element). That means swinging a little north to catch the South Equatorial and Mozambique Currents to Madagascar and Cape Town fairly safely and reliably; the trip back via the South Indian Current is considerably slower and less safe. Once or twice the return trip has swung wide to hit Perth, West Australia, but that's very risky with this level of supplies and infrastructure. Afrikaans is starting to creep into the US Navy dialect.

A good comparison would be Gilded Age San Francisco; while prostitution is widespread and socially acceptable, any act of violence or cruelty towards a woman is likely to result in a severe beating if not an outright lynching.
I like the logic of using currents, and the logic of most people being willing to go just about anywhere for the promise of a reasonable amount of food. Perhaps we can merge these?

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Question: Is anyone building pre-collapse technology, or working on new technology?
Yes, someone apparently is, though no one knows exactly who. All anyone knows is that roughly ever 4 months a large robotic crawler, about half the size of a family car, wanders out of a highly radioactive zone in New Jersey. These robots are heavily armed and armored, but won't attack unless attacked, seeming just to scavenge for bits and pieces, then disappear. They get progressively more advanced, with each robot.

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What are the Diego Swabbies running out of that they desperately need to find a new source of?
It's a little obvious, but fuel. As much as they try to preserve, they still use it for certain basic things, keeping generators running to provide electricity during certain key times, steering ships when it becomes necessary, etc.

What are they doing to find a new source?
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Old 03-09-2016, 02:40 AM   #33
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Default Re: [Game] Let's Make a Post-Apocalyptic Setting

The Diego Swabbies have got the plans to build a floating gas fraction refinery they have begun to scout out the materials they require to build it along with any remaining unprocessed crude oil they can locate. They are also desperate to find anyone with the chemistry skills to run such a refinery efficiently.

Are there any groups who have embraced the lack of laws and competition and now seek to rule the wasteland with an iron fist?
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Old 03-09-2016, 10:53 AM   #34
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Are there any groups who have embraced the lack of laws and competition and now seek to rule the wasteland with an iron fist?
Yes and no. There are numerous organized gangs operating protection rackets from all around, but they have no ambition or discipline. They are content terrorizing the general population and living fairly well. However, the New Brazilian Confederacy does seek to rule the wastes, but is intent on returning law and order, instead of embracing lawlessness.

Question: Aside from order, what else does the New Brazilian Confederacy value?
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Old 03-09-2016, 11:29 AM   #35
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Default Re: [Game] Let's Make a Post-Apocalyptic Setting

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Aside from order, what else does the New Brazilian Confederacy value?
The Confederacy seeks to spread the new more relaxed, compassionate, and humanitarian Roman Catholicism that saw much of their people through the dark days of the End.

What is the total remaining human population?
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Old 03-09-2016, 02:10 PM   #36
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Default Re: [Game] Let's Make a Post-Apocalyptic Setting

Question
what is the total remaining human population?


The best estimate is that just over 40 million people escaped infection or are immune and survived until now. (1 in 200 ish). Another 20 million are survivors of the infection and they run the gambit from haunted survivor to insanely strong delusional human preditor. The few remaining docile survivors are used by some as slaves.

Question
What after walking and boats are the most common forms of transport?
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Old 03-09-2016, 02:39 PM   #37
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Question
What after walking and boats are the most common forms of transport?
Bicycling is definitely the most common in many areas. It's only been 10 years since the crash, so many roads are still in (relatively) good shape, which makes bicycling a viable fuel-free mode of travel for many people.

What kinds of fuel-consuming transport are still used, at least once in a while?
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Old 03-09-2016, 03:49 PM   #38
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Default Re: [Game] Let's Make a Post-Apocalyptic Setting

With problems relating to the lifespan of the high ethanol petrol blends of the 2030's Diesels are the vehical seen most often.

Are the wastelands settlements mainly hidden or fortified? And why?
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Old 03-09-2016, 04:45 PM   #39
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Default Re: [Game] Let's Make a Post-Apocalyptic Setting

Hidden. The Infected may be temporarily incapable of abstract thought, but they're perfectly capable of mindlessly laying siege to a place and starving or fouling its inhabitants out. Today the Infected aren't the problem they were several years ago, but the pattern was established early - what can be found, will be swarmed and reduced. In many cases this has also limited the maximum size of survivor establishments. The ones who first realize this is no longer applicable will have an edge on their rivals...

Aside from "the guy with the biggest axe", who do most survivor communities respect, obey or revere?
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Old 03-09-2016, 04:48 PM   #40
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Default Re: [Game] Let's Make a Post-Apocalyptic Setting

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With problems relating to the lifespan of the high ethanol petrol blends of the 2030's Diesels are the vehical seen most often.

Are the wastelands settlements mainly hidden or fortified? And why?
Nope, most settlements are unfortified and in the open. They surround and support a central fortified city where people can take refuge in times of trouble and whose residents provide defense in exchange for supplies and services. This apes a typical medieval town-market village-farming village setup. Isolates also exist and may be open, fortified, or hidden.

[Edit]
Forgot a question!

What sort of govrnance exists in most settlements?
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