Re: Post-Apocalypse Campaign
Or, to spin it up a notch, what caused the apocalypse and how can we make it happen again?
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Some things that if I would include were I writing a campaign up: 1) Barter/trade rules...what good is paper money gonna do? This would require tinkering with the wealth rules a lot, but I think would be worth it in the end if you can get it functional. 2) Some expanded scourging guidelines, say something like a margin of success chart. You rolled 1 under your skill, you didn't find that semi-new carburetor you were looking for but...you did find one, it needs work. You rolled 5 under your skill...the carburetor is still in the box, lucky you! Maybe techniques for scourging specific things, or in specific places. 3) Set down guidelines for making things: this one ALWAYS comes up no matter what game I run/play in. Somebody always wants to build something, the rules presented in 3ed Low-tech work well enough. 4) Conflict: whether its the nuclear winter you are trying to outlast or mutant space wolves from Saturn. When playing in a post-apocalyptic setting you should feel you are just barely surviving (at least at first ^_^), barely making due, barely able to keep enough food in your belly if not your knapsack. 5) Lastly, if your the GM, listen to what you players want, give them a survey, or just ask them. One man's PA could be alien overlords, anther's zombies, and a third Hell on Earth, The Rapture, and Hallelujah! Praise Jesus. Heck one could ask for all three, know what scares/excites your players, know what they each want and try to tailor it to them. Nothing sucks worse than a Apocalyptic future than just doesn't do it for you. Hope it helped you some, Ghostdancer *in this context meaning what ever world-ending life shattering incident that had happened. |
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Gamma World has mutants, blasters, mutagenic radiation, and super-science fiction bubbled cities. There isn't much of a theme of "there is no hope, everyone is going to die." You get to play with cool tech, but it's often dangerous and it's not easily replaced. You can build up civilization or just wander around trying to find that Black Ray Pistol you know is out there somewhere. T2K is more realistic. You can use cool military tech, but you have to worry about radiation and marauders and keeping your ammo supply up. You get less Gun Bunny issues than a modern game - your corporal can't have a totally tricked out custom-made handgun with tactical whatevers and a grip made out of some special material he just read about in Handgunner magazine, because he can't get it and he can't have an unlimited supply of match-grade ammo. You get less mutants, but your concerns can vary the same way - just try to get home or try to set up a base and work local issues. In both I like the scarcity of resources - you don't have the issue of PCs getting lethal high-tech weaponry with unlimited access to ammo (if they've got the money and connections). You can use a cool technical item, even a damaged one, like "treasure." But it'll all run out unless the GM gives you replacements, so it's worth conserving until you need it. It can be loads of fun running a guy with a .357 magnum pistol and broadsword and a shield made out of a stop sign and some wood, facing off with equally motley-armed fellows. I think I dislike the "hopelessness and fear" aspect you see in some games...I enjoy the occasional zombie apocalypse, but it's got to be a one-shot or short-term game. I just can't get into civilization crumbling, people dying horribly everywhere, there's-nowhere-to-run gaming for more than a few sessions. After that, really, I just want to shoot mutants with my Mark VII Blaster Rifle or collect brass for my 5.56mm rounds after shooting it up with a band of marauders, not deal with the dying of humanity. |
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These two comments suggest two important themes:
— I should add that pure-strain survivalist, cabin-building gaming – in the vein of, say Twilight 2000 – is a rare and acquired taste. Most gamers really don't want to count cans, make tons of rolls for searching ruins and building shacks, and avoid violence because there aren't enough bullets or bandages. The majority view of post-apocalypse gaming has mutants, psis, weird tech, zombies, etc. It comes closer to something like the Resident Evil movies. In my case, for instance, I couldn't imagine a fun post-apocalypse game without zombies. Oh . . . and dog skull. |
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On the other hand, this is where the gold is in weird apocalypses! Dig back through the rubble and find out who made the Death Ray, zombie plague, or whatever. That brings the PCs into conflict with the surviving remnants of those who did the deed – and most players love conflict more than anything else. It also extends the hope that the PCs can find a cure for the plague, huge underground city with food to which they can lead the survivors, whatever. |
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Zombies don't preclude established civilization. Humanity could fight them back and entrench, and build an uneasy civilization outside which zombies are dialed back to the threat level of storms, enemy invaders, or man-eating lions: lethally bad, but not automatically society-destroying. Check out Unhallowed Metropolis, for instance. One thing I find weird is the assumption that a zombie apocalypse is more grim and less likely to let society rebuild than, say, a nuclear one. I see it as quite the opposite. |
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The IHZDL is pretty popular in some regions. ;) |
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