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Aftermath

Started by Drizztrocks, April 29, 2010, 07:17:29 PM

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Drizztrocks

Quote from: Endless_HelixMm... You might want to make it more than 13 years in the future, maybe fifty, or at least sometime before we could really just mine ice from asteroids and whatnot. Another thought is that the water table dropped, right after we ran out of oil. All that space had to be filled with something, and sea water is as good a candidate as any. Sink holes formed, fresh water would have to be rationed, and civilization begins downward spiral.

One thing I would play with would be craft myths and legends around many of the things we take for granted, like the internet, cars, airplanes, electricity, indoor plumbing, running water, rebar. Also try to figure out what would survive the collapse, here's a couple to think about: gunpowder, revolvers, rifling, bicycles, smithing, concrete, cement, steel and steam power.

 Well i've been trying to keep it more towards the present, because I don't want technology to advance much farther from where it is. I'll have to think about it.
 As for the myths and legends idea, I think its great. It would be so awesome to have like an island where there is a cult of people worshiping cars, or something like that. Kind of reminds me of that movie battlefeild earth, where they think that the gods built the cities and that the manicans were frozen people who had angered the gods.
  Anyway, great idea, that is something I will be sure to use. As for what survived, there should be alot of guns and types of modern weapons like grenades and stuff, but I also want there to be a reason to use certain types of melee weapons. I haven't given that much thought yet though.

Endless_Helix

Most melee weapons are way simpler and cheaper to make than firearms, especially when you don't have access to mass production techniques. A good sword would probably run you the equivalent of 100-200 dollars, where as a good pistol or rifle (not just a crappy flint or wheel lock, or a blunderbuss) would be more in the range of 500-1000. A firearm requires more technical skill to make, and also runs out of ammunition. Bullets, unless you have a musket, are pretty expensive. It's the old Economy vs Functionality argument.
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Drizztrocks

That's pretty much what I was leaning towards. But I kind of wanted to make them on a more even level as weapons. Maybe i'll stress clogging and enviroment damage on the guns? That way it makes sense to have a spear or crossbow.

Drizztrocks

Well i'm still waiting on my GURPS books so I figured i'd just gather my ideas.


 So i've decided on setting it in the Indonesia/Micronesia/Borneo setting. The safe, homebasish type town is what i've been thinking about. So, just thought i'd post that...i've also been thinking about the movie Waterworld as an inspiration. Oh, and from the beginning i've known that i'm going to include abilities very similiar to the ones in the TV show Heroes. Like you take an ability during character creation as an Advantage: the more powerful the ability the more expensive. That advantage unlocks spells (but they will not be called spells, just different uses for the ability) and throughout the course of the campaign any character with abilities will be able to unlock new uses for the ability (spells).

 

Drizztrocks

I'm thinking everybody in the group will want to have an ability, which I don't want. And also: should the character be limited to one ability or should they be Psycich and be able to access many? I really haven't been able to decide for that.
 So yeah, to stop everybody from wanting to have an ability (or be a Psychic, depending on where I go with that) I'll have advantage packs. Like you take an advantage and it allows you to do certain things. Like there could be a "Wasteland Hunter" advantage that maybe puts up some of your skills and gives you a bonus when hunting certain creatures. And maybe a "Feild Medic" that is good at repairing things and healing people. Hmmm let me think of some other ones...

Drizztrocks

So I think I am going to go with the psychic idea, and call them "Gifted."

 [ic]The stranger drummed his fingers on the table, flashing his disarming smile to the four men he was playing cards with. Across from him, Carl looked to his own cards. He grinned, despite the fact the cards he held would surely loose the game for him if the others knew how poor they were. The other three fidgeted in their seats, falling victim to the subtle bluff. His hands steady and voice clear, he was about to complete his tricky mental manuever. He raised his eyes at the last second, meeting the calm gaze of the stranger. The stranger's eyes twitched, and there was something like a quick sparkle in his eye. Ignoring the strange expression, Carl went to announce he would put all his cards in. He shook in his seat, a slight stinging feel in his mind. He tried to say it again, but found the same mental barrier. Sweat ran down his forehead, and his hands began to shake.
"I fold." Carl announced, to the surprise of the other men. All but one of the other men. [/ic]

 That's an example of an ability a Gifted character can have, which blocks another person from lying. It does not make them tell the truth (they can just remain quiet), but they cannot lie.

Gifted: (I'm kind of leaning towards this) You are able to manipulate the material around you, create fire with your mind, reading people's thoughts, sensing danger and other extraordinary things. In gameplay this will translate into starting off with a small number of spells that will be called abilities, and as the character progresses unlocking new ones. (This would cost alot of character points)