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Old 04-02-2012, 04:47 AM   #1
The Cardinal
 
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Default Rules for a low-powered apocalypse-survival game?

I'm planning a "grim 'n gritty" apocalypse-survival micro-campaign. The PCs will be build on 50 pts., but with no limit on disadvantages (all of which shall be ruthlessly exploited).
Now, what kind of (optional) GURPS rules should I use for this? Any *must-have* disadvantages (e.g. Pacifism (reluctant killer))? The hit locations from Martial Arts? Firearms rules from Tactical Shooting? Anything else (maybe for disease, fright checks)?
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Old 04-02-2012, 05:35 AM   #2
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Default Re: Rules for a low-powered apocalypse-survival game?

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Originally Posted by The Cardinal View Post
I'm planning a "grim 'n gritty" apocalypse-survival micro-campaign. The PCs will be build on 50 pts., but with no limit on disadvantages (all of which shall be ruthlessly exploited).
Now, what kind of (optional) GURPS rules should I use for this? Any *must-have* disadvantages (e.g. Pacifism (reluctant killer))? The hit locations from Martial Arts? Firearms rules from Tactical Shooting? Anything else (maybe for disease, fright checks)?
If the characters grew up in a Vault or similar sheltered environment, Pacifism (RK) is very appropriate. Likewise if the adventure takes place during or shortly after the Event, and the characters are some of the lucky few to survive it. However, if they grew up in the wasteland they probably are inured to such violence.

Make sure you read carefully through the Fatigue and Hazards section in Basic (starting pg 426). These will be your best friend in making the wastelands a scary place. Fright Checks can help too, but are better for representing sudden shocks rather than the slow, suffocating despair of a dying world.

For combat you may need to strike a balance between realism and ease of play. Throwing in all the Hit Location and optional injury rules can slow things down a lot, so make sure that you keep fights brief and tense. Making ammo scarce can help avoid prolonged shoot-outs, but could also upset players who've invested heavily in gun skills. Make sure your players know what they're getting into.
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Old 04-02-2012, 05:41 AM   #3
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Default Re: Rules for a low-powered apocalypse-survival game?

the game will take place in Europe (Germany), in "our world" in late 2012 - and it will cover the actual "apocalypse" and the following weeks...
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Old 04-02-2012, 05:56 AM   #4
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Default Re: Rules for a low-powered apocalypse-survival game?

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the game will take place in Europe (Germany), in "our world" in late 2012 - and it will cover the actual "apocalypse" and the following weeks...
In that case Fright Checks do become more important, as characters are thrust into dangerous situations completely foreign to their prior experiences. You can basically build characters exactly as you would for a modern game (which can still be a broad range of traits and point levels, depending on how you view realism and Stat Normalization). I actually would limit characters to -25cp in Disadvantages (apart from ones you classify as "required", such as Pacifism). This should cut down both on munchkinish build optimization, and hopelessly broken and useless characters, either of which can detract from the group's enjoyment of the game.

Something I'd consider is giving PCs a small pool of "free" points dedicated to background skills - ie, professional or hobby skills that mattered for their pre-Event lives, but will be largely worthless during and after the disaster. This can help the players flesh out their backstories without penalizing them for taking "useless" skills. Be careful in what skills you allow characters to take with these point. Notably, Survivalists, Athletes, Military and Police characters should pay "real" points for their professional skills, except for things that aren't likely to show up like Law, Administration, etc.

Last edited by vierasmarius; 04-02-2012 at 06:00 AM.
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Old 04-02-2012, 06:12 AM   #5
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Default Re: Rules for a low-powered apocalypse-survival game?

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Originally Posted by The Cardinal View Post
I'm planning a "grim 'n gritty" apocalypse-survival micro-campaign. The PCs will be build on 50 pts., but with no limit on disadvantages (all of which shall be ruthlessly exploited).
Now, what kind of (optional) GURPS rules should I use for this? Any *must-have* disadvantages (e.g. Pacifism (reluctant killer))? The hit locations from Martial Arts? Firearms rules from Tactical Shooting? Anything else (maybe for disease, fright checks)?
First, what was your apocalypse? If it was bio-warfare everybody will need rugged immune systems (you might just make immunity the the GREAT PLAGUE a zero point feature, because if you're alive you were immune). Theromnuclear warfare requires several tricks to survive the aftermath. And if you do an "It JUST ALL FELL APART; We Don't Know WHY!" it's even more of a mess. How did the apocalypse happen.
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Old 04-02-2012, 06:13 AM   #6
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Default Re: Rules for a low-powered apocalypse-survival game?

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the game will take place in Europe (Germany), in "our world" in late 2012 - and it will cover the actual "apocalypse" and the following weeks...
This makes knowing what the Apocalypse is more important. And yes, the ability not to panic or collapse into a deep depression will be vital. The ability to miss meals and sleep will also count.
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Last edited by Astromancer; 04-03-2012 at 06:16 AM.
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Old 04-02-2012, 06:47 AM   #7
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Default Re: Rules for a low-powered apocalypse-survival game?

PCs will not really know all the details about what's going on - several likely elements:

- a severe (but not super-lethal) global pandemic starting shortly before "DAY X" (probably some kind of 1918-style flu)
- a supermassive solar flare causes widespread failure of electronic/electrical systems (leading to several large-scale industrial disasters: think Bhopal, Fukushima, etc. but including a few "weird science / black tech" R&D facilities)
- undecided yet: either a Yellowstone/pseudo-nuclear winter or a "clathrate gun"/global warming scenario
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Old 04-02-2012, 07:46 AM   #8
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Default Re: Rules for a low-powered apocalypse-survival game?

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Originally Posted by The Cardinal View Post
PCs will not really know all the details about what's going on - several likely elements:

- a severe (but not super-lethal) global pandemic starting shortly before "DAY X" (probably some kind of 1918-style flu)
- a supermassive solar flare causes widespread failure of electronic/electrical systems (leading to several large-scale industrial disasters: think Bhopal, Fukushima, etc. but including a few "weird science / black tech" R&D facilities)
- undecided yet: either a Yellowstone/pseudo-nuclear winter or a "clathrate gun"/global warming scenario
I'd link them together so it seems less coincidental:

Massive Solar Flares disrupt the Earth's magnetic field, and (somehow) cause a global increase in seismic activity. The earthquakes and volcanoes simultaneously poison water supplies, create a nuclear winter, and trigger major breaches in many of the world's nuclear power plants.

The resulting chaos leads to a breakdown of human society as well as epidemics of waterborn illness, toxic nuclear fallout, and global famine.
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Old 04-02-2012, 07:50 AM   #9
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Default Re: Rules for a low-powered apocalypse-survival game?

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I'd link them together so it seems less coincidental:

Massive Solar Flares disrupt the Earth's magnetic field, and (somehow) cause a global increase in seismic activity. The earthquakes and volcanoes simultaneously poison water supplies, create a nuclear winter, and trigger major breaches in many of the world's nuclear power plants.

The resulting chaos leads to a breakdown of human society as well as epidemics of waterborn illness, toxic nuclear fallout, and global famine.
:D indeed, I had something quite like that in mind
...so? Further comments?
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Old 04-02-2012, 07:58 AM   #10
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Default Re: Rules for a low-powered apocalypse-survival game?

I'd suggest tracking lost FP through Hazards and Lost Sleep very carefully.

This is normally more bookkeeping than I like, but for gritty survival, it really helps your players to feel the exhaustion, cold, and hunger their characters are experiencing.

Also keep things like food and safe quarters rare and valuable.
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