Re: Post-apocalyptic defenses, brainstorming anyone?
In the time I was gone today I seem to have sparked a rather brilliant and well-considered sidebar debate. Well, it's pretty on topic. I mean, being able to SEE your enemy is pretty crucial to avoiding losing your sentries and your settlements.
In theory, food would be exceedingly scarce in some places and not-so-much in others depending on agricultural abilities, toxicity and residual radiation in the soil, and many other factors that are far too difficult to assume. 20 years post-fall (aka apocalypse, I like 'fall' better) we can assume the survivors did so for a reason. That means they could efficiently farm or hunt, gather or scavenge enough to get by. These are traits they've passed on to their kids, who've now reached young adulthood.
So, we'll just assume that while there's hardly enough food to be 'fat and happy' (so to speak) they're not all starving to the point of lethargy every day. I won't say food isn't scarce, and that some groups, tribes or settlements aren't starving to the very brink of death and probably resorting to cannibalism in some extremes (to try and say anything else would be a bit too optimistic).
Of course, we'll also assume that there are trade routes established in the more resilient communities. Traders would probably have reverted mostly back to the old time covered wagon types, much like the caravans in Fallout. After all, even if there IS fuel it'd probably be a might expensive to burn it up just moving back and forth from place to place- even more so if one group (like the caravan companies, also from fallout) were making rounds. We'll assume that at least half make it at all times, because more would again be unrealistically optimistic and less would really mess with the balance of the game.
Problem is, more secure you are and better known, the more refugees you're going to have wanting to eat your food... So it's give and take. I'd say, if you stop and think about it, there'd be a lot of people vying for the job of riding that darn bike. ;) "We'll keep you fed enough to be nutritionally sound, but for x numbers a day you have to pedal" is a whole lot better chance of survival than "If you can bring in enough trade, bullets especially, you can have a can of beans." Better long term job. So I can definitely see the human powered electricity working- albeit in some places more than others.
Likewise, solar paneling would be effective under certain conditions. I'd say they'd be rare, but feasibly still around in 20 years if the world ended today. Most likely, there'd be backup generators and an extreme conservation of energy (especially where solar power is concerned). Much like was said earlier in the convo: use the power when the alarm sounds, whatever that alarm may be.
Steam and water wheels are pretty brilliant as well, and fit with the setting. I mean, Weird West (again a precursor to the post-apoc version) had some very strong inclinations toward steam-punkish if you wanted to go that route. Didn't have to of course, but there was the option. Steam is pretty viable, and I believe also produces heat so could possibly be dual purpose. (Correct me if I'm wrong?)
I'm definitely liking the water wheel by the way. The survivors would need a source of potable water. The rivers wouldn't provide that, of course, but they'd provide water that could be boiled and filtered or otherwise purified so it stands to reason people would flock there anyway. Waterwheels seem like a pretty logical next step for those that take up positions along rivers.
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Edit: Specifically to Hutt ('cause I forgot to add this):
Strength in numbers is pretty crucial. The human race has in some form or another depended on it (not including outlying factors of course) since time immemorial. That's why one of my main settlements has an all-hands defense strategy. Strength in numbers, and when they only have five well trained guards they sometimes need more force to fight back. Will it work? Remains to be seen, really... Theoretically those guards could and would train them, if they all live long enough to pass the knowledge on... But in the end I am a slave to the dice. (Okay, so that's a bit dramatic but yeah.)
If my PCs want to mess up the status quo they can. If they anger enough neighboring settlements or run screaming to the walls for safety from an enemy (rather than taking a less direct route to lose them) then I very well might never get the answer. That settlement will run the risk of being destroyed in mass battle. Anything else, to me, runs the risk of my favoritism changing the outcome. If I sway the results in any way they'll smell it, and slowly but surely the facade of a semi-living organic world will crumble.
ALSO: I'm in Missouri, actually. Ironically, close enough that I'm a bit paranoid their crazy might spill over into my little personal bubble and crash with my own. Two different forms of crazy colliding? That never ends well.
This message was last edited by the user at 05:56, Mon 18 Aug 2014.