12-27-2019, 01:35 PM | #51 |
Join Date: Jan 2014
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Re: [GAME] After the End, Worldbuilding
Question 34
As mentioned before (A18), there were a billion uplifts by the downfall (being which year?) How did the uplift population boom so quickly? (d6: 3 sentences) Answer 34 There were two key reasons why the population of Uplifts increased at such a rapid pace; fashion and space labour. The first uplifts created became exceptionally popular, and mass purchases led to a significant Earth population. In space, numerous laws existed to for the protection of Humans, but none existed for Uplifts, and cost-cutting managers preferred one or two human professionals ordering around dozens of Uplifts (Robots had radiation vulnerable computers). Answer 32D The Downfall happened in 2097, when the Summer Wars moved from conflicts localized to North America, to general global conflicts. Most historians argue the triggering event was the failure of the Kolkata Accords following a terror bombing. Question Roundup II Question 21 Should we focus on building up one particular locale? Where? (d6 roll: 4 sentences) Question 24Bis Has trade re-emerged? Is it all barter? (2 Sentences) Question 25 Are there any sophisticated governments (as in, not just stationary bandits)? Are they surviving remnants of governments, or did they emerge after the catastrophe? (5 Sentences) Question 32 [Continuous, now onto E] What other events not mentioned fit in the timeline? (4 sentences a piece, 1 at a time) Question 35 What's the distribution of the off-world population of 1 billion, across Earth orbit, Luna, Mars or other locations? (d6: 5 sentences) Question 36 [Name 5] What are 5 examples of the weirder cults or cult leaders peddling various superstitions? (d6: 3 sentences per answer) Question 37 (NEW) What was being negotiated at the Kolkata Accords? Why was there a terror bombing, and who caused it? (d6: 3 sentences per answer) Question 38 (NEW) Was there any overarching global conflict during the Summer Wars, or was it several unconnected wars that happened at roughly the same time? (d6: 6 sentences per answer) Question 39 (NEW) What happened to the AIs after the Summer Wars ended? Are they still around? (d6: 3 sentences per answer) |
12-27-2019, 02:32 PM | #52 | |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [GAME] After the End, Worldbuilding
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12-27-2019, 04:57 PM | #53 |
Join Date: Jul 2014
Location: New Zealand.
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Re: [GAME] After the End, Worldbuilding
Question 35
What's the distribution of the off-world population of 1 billion, across Earth orbit, Luna, Mars or other locations? (d6: 5 sentences) The vast majority of the off world population is on Mars and 99% of that is made up of a heavily modified uplifted species known as .... Martians. The Martians were created to exclusively terraform Mars and have a biological makeup that is suited to the conditions they are expected to deal with. The Moon has the highest concentration of offworld humans with about a hundred and fifty million present. Most of the rest of the human population, a few tens of millions of people is in various orbital habitats. Question 40 It seems that, with the probable exception of the orbital habitats most offworld humans live in a low gravity environment. Is this the case? And if so what are some of the knock on effects of this? (D6: 4 sentences for the answer)
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
12-27-2019, 06:47 PM | #54 | |
Join Date: Jan 2014
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Re: [GAME] After the End, Worldbuilding
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12-27-2019, 08:49 PM | #55 | |
Join Date: Jul 2014
Location: New Zealand.
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Re: [GAME] After the End, Worldbuilding
How about something like this?
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
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12-27-2019, 09:38 PM | #56 |
Join Date: Jan 2014
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Re: [GAME] After the End, Worldbuilding
Works for me!
Question 36 [Name 5] What are 5 examples of the weirder cults or cult leaders peddling various superstitions? (d6: 3 sentences per answer) Answer 36A In the land known as West Dakota, there's an odd cult that fetishizes gold. Members of the cult seek to maximize their contact with gold as much as possible, and refuse to trade for anything but gold. This leads to weird constructs, where members trade something for an amount of gold, then trade the gold back for something else. |
12-28-2019, 02:11 AM | #57 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: [GAME] After the End, Worldbuilding
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The key concept is "loss" and "ruin," and that assumes certain things -- including the loss of industry that makes modern society possible, and the infrastructure that supports that industry. If industry and infrastructure exists anywhere in a setting, then it's not an apocalyptic one. The presence of space habitats presupposes the existence of the massive, sophisticated infrastructure needed to support such complex systems. And that means this is not a post-apocalyptic setting. It's a dystopian sci-fi setting in which the gap between the haves and have-nots is truly vast. Essentially, we've largely re-created a version of the setting of the film, Elysium, albeit with some of our own twists. That was a good movie, but it wasn't a post-apocalyptic survival setting. Under the circumstances, the obvious campaign that most players would want, in this setting, is the one Luke describes. The only reason people struggle to survive, in this world, is because the space habitats refuse to help as much as they might, and not because "society has collapsed." Alternatively, they could play the rebels who want to overthrow a corrupt system. Basically, Earth is a third-world war-zone -- Mogadishu writ large -- while the habitats are the major powers that call the shots. That means any decisions made by characters on Earth are only meaningful because they're rebels with a chance at success, or because the GM chooses to ignore the fact those who control the habitats have all the power, and therefore the vast majority of the agency.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 12-28-2019 at 02:23 AM. |
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12-28-2019, 10:16 AM | #58 |
Join Date: Nov 2008
Location: Pennsylvania
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Re: [GAME] After the End, Worldbuilding
I had an idea, but it's something that a GM would need to keep secret from players.
I think it would be interesting if the offworld colonies were on Mars, and people on Earth had some fantasy of getting there for a good life, but the reality would be that the offworlders mostly left the solar system a long time ago. |
12-29-2019, 09:41 PM | #59 |
Join Date: Nov 2008
Location: Pennsylvania
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Re: [GAME] After the End, Worldbuilding
Question 36 [Name 5]
What are 5 examples of the weirder cults or cult leaders peddling various superstitions? (d6: 3 sentences per answer) Answer 36B (2 of 5) (partially related to the AI question) It's been partially confirmed that stories of "A-Isengard" being somewhere on the continent of Africa are true (with many stories pointing toward what is known as "Kenya" on old maps). Many details are vague, but apparently an old AI was somehow damaged and developed the delusion that "he" is a powerful evil wizard from a fantasy movie. The details which are believed to be most true are that he (and his followers) have built some manner of tower to serve as a base of operations; he has found some way to experiment with human and pig DNA to create an army of "Porcs," and he is planning -at some point in the future- to invade surrounding areas, so as to conquer and subjugate them (with the desired end goal or purpose currently being unknown). |
12-30-2019, 03:33 PM | #60 | |
Join Date: Mar 2008
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Re: [GAME] After the End, Worldbuilding
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ate, game, worldbuilding |
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