Re: Post-Apocalypse Campaign
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Seriously, fair play to you if you can do it but I remain to be convinced. Even those tables that don't seem to be writen for comedy tend to show many of the same problems. In part because they don't and can't take into account the characters and their environment. To take as an example a campaign I was a player in fairly recently, our randomly rolled equiptment included three gas operated firearms in as many diferent calibers with five rounds of useable amunition between them, a smoothbore musket and a bow that may as well have been a sapling with a string tied to it. Similarly it lacked several basic tools. This might work in some contexts but in a campaign set more than a century after the fact with characters who included indeviduals who might fairly be described as a gunsmith (and powderman), a bowyer, a toolmaker and a master trader. If the random approach is something you are not willing to give up on try a compromise use the random roll to determine the equipment availible and then have the players chose by either price or weight from the list. |
Re: Post-Apocalypse Campaign
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Another question: given the choice between a book focusing on the disaster itself and the problems it causes (generic information and GURPS specific rules for various end-of-the-world scenarios), or a book which focused on the characters (templates, equipment, detailed rules for skills like Urban Survival), which would you choose? And yes, you must choose one or the other. |
Re: Post-Apocalypse Campaign
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Ghostdancer |
Re: Post-Apocalypse Campaign
Characters.
We already have Y2K. Anyhoo, so long as I get to playtest. |
Re: Post-Apocalypse Campaign
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Re: Post-Apocalypse Campaign
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Perhaps you could let PCs buy common equipment normally, and then roll randomly for good stuff to reflect its scarcity. Alternate idea: what about some kind of bidding system? Wouldn't quite be realistic to have players bid for PC equipment, but you could build out a list of all the good stuff you're willing to let PCs have, and then let them bid on items (using $, arbitrary "bid points", or even CP, or maybe a mix of all three?) Put enough things on the list, or give them a small enough amount of currency, that they can't get everything even if they work together. Randomly giving out barter materials might be cool, but again you have the problem that they'd just barter for the stuff they really want. But, if you had a campaign setting that was built up enough that you had a selection of common barter materials, with different values established for different areas, then some PCs might get stuff that wasn't worth much where they are, but was worth more somewhere else. So they have to decide: spend it all here, or try to haul it to somewhere where it's worth more without the benefit of whatever they could have bought with it? Quote:
Likewise, I'm not a big fan of templates, but detailed rules for Urban Survival sounds cool. Guess that's not a very helpful answer. Y2K does cover some of the disaster aspect, so focusing more on character stuff is probably a good idea. |
Re: Post-Apocalypse Campaign
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Re: Post-Apocalypse Campaign
I used to give my PC the option of using my random charts, they were over and above the normal purchasing ability of the PC. But once chose to use them they were stuck with them. They ranged from story hooks to tidbits of knowledge to physical items, however a limited number of them had negative consequences. I called them fate charts. One PC was stuck with a wagon load of high end teak lumber, he eventually was able to find a ship's CPT who traded it for passage for he and his party. A PA campaign lends itself to exploring and random loot is the best way to handle what may be found in that service station or out of the way cabin.
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Re: Post-Apocalypse Campaign
I generally tend to prefer dirt-beneath-your-fingernails settings such as Aftermath and Age of Ruin, although I have also enjoyed playing stuff like Morrow Project and Twilight 2000. Gamma World is OK, but generally tends to be a bit too "wild and wahoo" for my tastes. Oddly enough, my favorite PA game to have played was based upon the old Gamma World adventure Rite of Passage...primarily because the GM had toned down many of the more fantastic aspects.
As for initial starting equipment, I tend to favor a random approach...perhaps based upon a Scrounging roll. The initial equipment represents what the character currently has at his disposal, rather than what he may have customarily carried. For example, let's say that the PC with the Guns (Pistol) skill wants to roll to see if he has such a weapon.
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Re: Post-Apocalypse Campaign
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