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Old 08-19-2023, 03:57 PM   #41
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Starting Iteration 2, post 1.



Brazil After the End: Iteration 2
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Old 09-25-2023, 06:46 PM   #42
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Starting Iteration 2, post 2-4.

Brazil After the End: Technology 1 Energy and Computers

Brazil After the End: Technology 2 Personal Equipment, Communication, Sensors, and Nourishment

Brazil After the End: Technology 3 Expedition Equipment, Tools, and Construction Materials
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Old 09-27-2023, 10:55 AM   #43
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Iteration 2, post 5.

Brazil After the End: Technology 4 Covert Operations and Security
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Old 09-27-2023, 11:10 PM   #44
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Quote:
Originally Posted by binn05 View Post
Depends on the type of game you want to run (and at this point I'm a bit hazy on your specific settings), but when it's "lower tech post-apoc survivors dealing with higher tech devices (like locks)" I like to ditch specific tools like electronic lockpicks, and just have them use electronics tools and Electronics, to "hotwire" locks (like they could a vehicle).

So instead of higher tech solutions like determining the pin code by reading the differential power output when the lock checks the flash memory (electronic lockpicking), it's more in line with old school lockpicking and hotwiring.

I find this gives the game a slightly more... "old tech survivors hacking higher tech" feel. Like sure, occasionally they'll find a super high tech lock that they ahve to go and quest to find a proper set of "electronic lockpicks" for that specific lock/terminal/whatever type, learn how to use them (or sometimes I just make them very user-friendly/intuitive/plug-and-pray), and then use them on that one plot-locked door. But I try to limit that as much as possible (unless the Players are into that stuff).
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Old 09-28-2023, 08:55 AM   #45
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Quote:
Originally Posted by mburr0003 View Post
Depends on the type of game you want to run (and at this point, I'm a bit hazy on your specific settings), but when it's "lower tech post-apoc survivors dealing with higher tech devices (like locks)" I like to ditch specific tools like electronic lockpicks, and just have them use electronics tools and Electronics, to "hotwire" locks (like they could a vehicle).

So instead of higher-tech solutions like determining the pin code by reading the differential power output when the lock checks the flash memory (electronic lockpicking), it's more in line with old-school lockpicking and hotwiring.

I find this gives the game a slightly more... "old-tech survivors hacking higher tech" feel. Like sure, occasionally they'll find a super high-tech lock that they have to go and quest to find a proper set of "electronic lockpicks" for that specific lock/terminal/whatever type, learn how to use them (or sometimes I just make them very user-friendly/intuitive/plug-and-pray), and then use them on that one plot-locked door. But I try to limit that as much as possible (unless the Players are into that stuff).
Thank you for replying.
I agree that this series of posts is a bit hazy. They're more of a list of items available/interesting to emulate a Fallout-esque game than a proper world-building. Also is something that I discovered is very tiresome and boring. I'm glad that I'm almost finished with it.

About your suggestion of using a different approach for setting this feeling of old tech survivors dealing with higher-tech, I think it is a very nice approach. Also, it declutters the list of available items reducing choice paralysis.
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Old 10-02-2023, 06:14 AM   #46
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Iteration 2, post 6 and 7.

Brazil After the End: Technology 5 Energy Weapons

Brazil After the End: Technology 6 Ballistic Weapons
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Old 10-05-2023, 11:49 AM   #47
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Iteration 2, post 8.

Brazil After the End: Technology 7 Defenses
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Old 10-09-2023, 01:54 PM   #48
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Iteration 2, post 9.


Brazil After the End: Technology 8 Medicine

Drugs that'll be used in-game and ideas to get addicted during gameplay.
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