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Join Date: Oct 2004
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#2 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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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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#3 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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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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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev Last edited by Peter V. Dell'Orto; 03-02-2009 at 09:46 AM. Reason: spelling |
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#4 | |
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Join Date: Nov 2004
Location: Ohio
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#5 | |
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Join Date: Feb 2005
Location: Kentucky
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Join Date: Mar 2009
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#7 |
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Join Date: Oct 2004
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How would you go about equipping PCs for an Aftermath!-style campaign? Do random table rolls for clothing and gear work, or do you prefer a weight-based equipment limit, like in Twilight 2013? GURPS uses the $ as a budget limiter. What are the pitfalls of these styles? What are the preferences of those running/playing in PA campaign?
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#8 |
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Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Where can I learn more about Aftermath! so that I may better inform you?
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#9 | |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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#10 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Ghostdancer
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My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
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