12-20-2015, 07:23 PM | #1 |
Join Date: Aug 2015
Location: Kenai, Alaska
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Post-Apocalyptic Settlement Builder
Disclaimer: I'm suffering from a deadly case of writers block so if this sounds like I'm rambling or I don't know how to say this you're probably right.
Ok so let's say I'm going to run a post-apoc game and my players want to design there own settlement* and I want to build this settlement like a character with it's own pros and cons that the PCs will have to sort through and make tough decisions about. How would you go about presenting these decisions in a mechanical way? For starters I've already concluded that the TL and Environment of the Settlement play two very big rolls in the game, but I could deferentially use some help flushing out these ideas like how to balance certain options against each other. *Yes I know I made a similar thread about managing a settlement, but in this situation I'll be handling that off screen. This is more about the environment that the PCs will be interacting with and the advantages and disadvantages it has. |
12-20-2015, 07:35 PM | #2 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Post-Apocalyptic Settlement Builder
The older 4X games had population, industry, food and (money, tech, happiness) as agrigates of terrain, population, technology and infrastructure.
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
12-20-2015, 07:56 PM | #3 |
Join Date: Aug 2004
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Re: Post-Apocalyptic Settlement Builder
Seems like this is a job for GURPS: City Stats, no?
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My GURPS stuff |
12-20-2015, 08:06 PM | #4 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Post-Apocalyptic Settlement Builder
This is kind of a rules-light approach, but design a base settlement, and then ask the players to tweak it. For every positive direction they take it in, they have to have a corresponding negative direction. They may want a larger population, but they have to come up with a negative: perhaps adding corruption in their law enforcement, deciding they don't need as strong of a technological base, or adding a rival settlement with bad relations competing for the same resources.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
12-20-2015, 09:17 PM | #5 | |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Post-Apocalyptic Settlement Builder
Quote:
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12-20-2015, 09:25 PM | #6 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Post-Apocalyptic Settlement Builder
Quote:
In the above example, you could say "That's not enough. Perhaps if community is an oppressive regime or if you have both a corrupt police force and a serious linguistic or cultural divide."
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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