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Posted

Gather here, and pick at the corpse of a world you never knew.

So, first big question, what does this ruined civilization look like? Are we content with the remains of a giant urban complex?

One thing we have determined is that we DON'T want a resource management game. That's kind of hard in a post apocalyptic setting. There's gas and guns, but we can eliminate counting shit like food and bullets. However, going to get that stuff is fun.

One thing I thought we knew was no zombie apocalypse, but it seems that might be back on the table, so here's what we're gonna do:

Everyone, PM me the one thing that will make it a game you do not want to play and a thing or two you'd really like to see in the setting.

Once I have the answers, I'll post the responses here anonymously, and we'll see what we can work out.

  • Woohoo 2
Posted

I should be more clear on the resource management part I brought up. I'm totally cool with it. It is however a bigger burden on the MC. And the game I had been in with that had us keeping track of each individual item, and the MC having some control over declaring if we found stuff while out and scavenging. I actually am perfectly fine with that myself, and was fine with keeping tabs on my own items. It is actually fun doing a system like that, where every resource is a choice you have to make. The only issue I had was that it places a larger burden on the MC, and I think it might have been part of why that game ended up failing. I just didn't want to see that happening here. If everyone did want something like that then I'd be quite happy with it too, there are just risks that come along with it.

As for other non-PM stuff that we are discussing, I really like the idea of a giant urban complex. In a post-apocalypse setting that means that it can get overgrown or collapse in places, allowing for different sorts of biomes to a certain degree (a park might overgrow into a huge urban concrete forest which has become a literal forest, for example). But something like that, especially if streets are still densely packed with ruins (depending on what the apocalypse looked like) could make things like driving more difficult, thus making it more difficult if someone wanted to be a driver, or wanted more vehicles in the setting.

I do think scarcity should definitely be a big factor. Depending on the results of the apocalypse, and the type, and the period of time since society fell, will determine what that scarcity is.

But for now I'll wait and see the results of the PMs and go off to send my own.

  • Love 1
Posted

I’ll think about what answer give for that privately, though that was one of the things I was left thinking too much about in Cortex.  I’m not sure if there is anything I feel I absolutely do or do not want.

Adding to what has been discussed here, so far, yeah, I’m happy with urban idea.

As for resource management/inventories and such, it was one of those things I’ve had a degree of curiosity in.  Wondered what it would be like back when I was reading those books for various systems I had as a kid.  Though I’ve never actually experienced it beyond video games that at do least part of the work for you, at least automatically updating the lists.  I don’t want to force it on someone it would be too much for them, but if everyone was up for it, I’d be openminded to including tit.

Posted

I'm not going to count bullets, but know that a miss may very well result in, "the firing pin clicks hollowly into an empty chamber."

Food will be enough to sustain you - I don't want to count days until you starve, but unless you make an effort, you will be hungry and scraping by on worm meal and rain water filtered through what's left of a T-shirt.

Meds are always scarce, the Angel (if we have one) will need supplies.

Misses will be the kind of trigger I use to tick down supply clocks.

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