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#31 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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And the funny thing is, I associate Zombies with "run to the woods and build a cabin and worry about leaving tracks to your lair" and nukes with "rebuild civilization on the ashes, no point in hiding out with your guns in the cabin." Seems to be quite the opposite of your associations.
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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 |
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#32 | |
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Join Date: Oct 2004
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#33 | ||
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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As for "survival porn," a big problem with most of it is that it moves the focus off skills and onto material preparation. The latter relies more on player cleverness than on PC cleverness: the non-survivalist player of a skilled survivor gets hosed for a poor approach to suitable gear while the survivalist player of nobody special can parlay his encyclopedic knowledge of gear into an excessive edge. This is the not-so-subtle reason why lots of post-apocalypse games have mutant powers and zombie-killin' fu, and why quite a few post-apocalypse films talk the talk about starvation and exposure, yet you never see anybody die from either – just from "not being the main character, who is a badass."
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#34 | |
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Join Date: Oct 2004
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As for "a chance to be clever" and "hand-to-mouth survival," I'm not sure those are particularly endemic to PA gaming. You can be clever and use skills in any game, and the survival aspect could be played out in any setting. I think PA grants the players a level of freedom and abandon -- there are likely no laws, jails, cellphones, maps, etc. It's just a sandbox waiting to be explored, er, conquered. |
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#35 | ||
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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In a PA campaign, one interesting fix would be to identify a list of skills very relevant to survival and say that every N points in those skills gives access to one item from a limited list of survival gear that the GM knows will be insanely valuable. Another would be to allow those with such skills the option of buying a level of Gizmos with a "Survival gear only" limitation for every N points in skills, so that they can simply whip out the right thing when needed because ". . . of course an expert at Survival (Radioactive Wasteland) has a spare dosimeter!" Neither is hard realism, but as the problem being addressed is caused by hard realism, I'm not sure that's a bad thing. As an aside here, I'll point out that while some people like to think of PA as a hard-realism genre, it surely ain't that. It's complete speculation. For every gamer who sees it as realistic, there are 10 who can't completely dispel the thoughts of mutants, zombies, and Humungus, and therefore regard it as a special form of skiffy or even fantasy (especially if there are any swords in evidence at all!). I think the silly Gizmos might fit better than one might think, even despite the fact that they weaken the power of scarcity. Quote:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#36 | |
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Join Date: Aug 2004
Location: Nashville, TN
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I know that as a GM, at times I have to handwave away the ability for the players to contact their patrons, bosses, or COs, because I want *them* to make the dramatic decisions (even though it seems as though the situation might warrant a "lets hold off and confirm our orders" kind of approach). To me, that's one of the gaming problems "solved" by a setting with some measure of anarchy.
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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#37 | |
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MIB
Join Date: Sep 2004
Location: Melbourne, Australia
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He writes of the importance of
"These elements aren't keys to quality ... a game can be crummy with them and excellent without them. They are, though, a useful window into the appeal of RPGs as games, into the conventions of RPGs as a fictional medium, and into the considerations that make the design of a game world a beast distinct from other kinds of world design."To my mind, postapocalyptic is one of the most useful of settings to a GM, because it so easily offers all five of those elements, and because it allows so much variety in them. The postapocalyptic world has many elements of our own, so it has cliche. Immediately after the apocalypse the world is chaotic and lawless, generations after it's either low-population with large stretches of wilderness or so high-population density that nobody can possibly police it properly, and so it has combat and anarchy. That leaves only enigma. Immediately after the apocalypse, the mystery can be how regions immediately outside the PCs' one have changed; generations after, the mystery can be both that, and how the apocalypse happened - or even that it happened at all. Think of the final scene of Planet of the Apes. With or without magic/supertech, whatever the kind of apocalypse, the postapocalyptic setting very easily offers all five elements, and allows great variety in their presentation. Of course as Ross said that doesn't mean the campaign will be any good, but... :)
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* husband * father * personal trainer * gamer * ... in that order |
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#38 |
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Join Date: Mar 2008
Location: The Kingdom of Insignificance
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What Kromm and Bookman said.... re: choice of skills vs nifty things.
You have me thinking of "Dies the Fire" by SM Stirling, especially the first couple of chapters, where there is 'some' nifty toys, but it can come down to skills and decision making. Stirling does have a strong 'work together' as opposed to 'rugged individualist' subtext going on, but. Not to mention hordes of plague carrying refugees, and crazed cannibals (ersatz zombies).
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It's all very well to be told to act my age, but I've never been this old before... |
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#39 | |
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Join Date: Oct 2004
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#40 |
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MIB
Join Date: Sep 2004
Location: Melbourne, Australia
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In the games I run, they usually start out as half-naked scavengers, and build up to Mad Max, more or less. I have them start out in an isolated valley or cryogenics experiment so they don't even know what caused the apocalypse. I offer "building" sorts of things, where they can establish their own order, but usually they're not interested. They just want to smack over "bad guys" and go "woohoo!" as they ride their truck.
I've played in a game where there was some building, with my character leading groups from immediate postapocalyptic chaos to some order, and fighting against other people's nastier attempts to establish order. I enjoyed that a lot - but as I said, most players don't seem to be very interested in that.
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* husband * father * personal trainer * gamer * ... in that order |
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