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02:01, 19th April 2024 (GMT+0)

Post-Apoc Narrative Driven.

Posted by Jarilye
Jarilye
member, 913 posts
Tue 11 Aug 2020
at 23:01
  • msg #1

Post-Apoc Narrative Driven

  Hi.  I'm looking for a game set after the fall of most of humanity.  While it doesn't have to be the Fallout setting, there are certain aspects of Fallout I'd like to retain.  I've tried to separate out the things I'm looking for and not looking for below.

Wishlist
  Continuous Narrative: Many post-apoc games are episodic, and there's not necessarily much connection between episodes.  I'd prefer a game where the player's actions/inactions have repercussions that we have to deal with.  It would be great to see the positive changes we can make to our world, and it would heighten suspense to know that if we fail, we have to deal with that failure.

  Cohesive Group: I'd prefer it if our party members were team players.  It gets old, having to convince one party member to come along for every mission, or not kill every living thing we come across.  We don't all have to have the same outlook, but it would be good if we could try to establish backgrounds that are related, and maybe have some shared motivations.

  Rules-Light: As much as I enjoy crunchy systems, I'm slowly coming around to the idea that they largely impede my actual roleplaying.  I think if I want to enjoy a story to its fullest, I'd rather play a game where the rules aren't grueling, and you don't really gain from trying to min/max.

Dealbreakers
  Intimate Roleplay: I'd rather steer clear of that stuff happening in public threads.

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  If you're interested in running or playing this sort of game, feel free to rMail me.  If you're interested in playing, feel free to post here so we can gauge interest.  Have a good one.
Lampright
member, 49 posts
Outta my mind.
Back in five.
Tue 11 Aug 2020
at 23:17
  • msg #2

Post-Apoc Narrative Driven

I would be interested, depending on how rule-light.  I'm already in three system-based games (a record for me), and would really like something rule-light or freeform.
Catch22
member, 77 posts
Wed 12 Aug 2020
at 02:32
  • msg #3

Post-Apoc Narrative Driven

I could be up for that. I wouldn't use a rule system beyond cause and consequence with a storyteller and player dynamic. What you can and can't do would mostly be determined by your background. Other skills can be learned by being taught them in-game. Or finding things that would allow for new choices.

I would put up some information about what a person would commonly know in the setting then leave you to let your imaginations fill in what you want. As well as give you the freedom to add to the universe which is as flexible as you are detailed in your backgrounds.

I would borrow from Fallout, but also a bit of Detroit Become Human and Deus Ex. The end cemented by a mix of automation and riots, changing climate, scarcity of resources, synthetic life forms attempting independence, Rogue Ai that became a bit too good at solving a problem. Alongside misguided experiments that escaped and bred.  Ultimately world ravaging wars broke out, superweapons were deployed and much of what once was ended up obliterated, warped or buried. No one came out a winner.

The start would be leaving where you are for 'reasons' and travelling with a convoy to a new territory along with many others fleeing something I have yet to determine. You will know nothing about what is there, it is a mass exodus not by choice. How you carve out your story of survival when you get there is up to you. The convoy will attempt to establish a foothold and learn the lay of the land. But then splinter into factions, whilst also causing friction with existing factions already established within the area.

I am open to further discussion. However, I am only willing to take on three people at most. You will also have to put up with my comma crimes, and sometimes life gets busy so pauses can occur. Let me know what you think?
HEarlPendelfield
member, 96 posts
I need a vacation
Wed 12 Aug 2020
at 13:51
  • msg #4

Post-Apoc Narrative Driven

I would be interested in such a game. Especially if it is easy to play and isn't rushed on posting rate.
JAM2019
member, 30 posts
Sun 16 Aug 2020
at 02:23
  • msg #5

Post-Apoc Narrative Driven

Is this rules light and consequence driven enough? I use it another game set in a zombie apocalypse.

There are six basic attributes that will be used to do everything in game. This comes from an era of the late 90's early 2000's when simple systems evolved into games like FUDGE, Fate, Apocalypse World, and so on.

Athletics: covers physical tasks that rely on strength, coordination, endurance, etc.
Combativeness: covers actual fighting in all forms.
Eloquence: covers social interactions in all forms.
Ingenuity: covers tasks relying on knowledge, hand-eye coordination, creativity, etc.
Perception: covers understanding situations, intentions, clues, etc.
Serendipity: cover the use of luck, good fortune, happenstance, etc.

Each attribute has a rating from 1 to 10, the rating offers a modifier used in the die roll mechanic used in the game.

The minimum for each attribute is 1, the max is 10. A character starts with 33 points to distribute among these attributes. Each attribute carries the following modifier.

1    -2
2-3  -1
4-5   0
6-7  +1
8-9  +2
10   +3

Attributes can be increased over time through game play. Characters will earn experience points, a attribute can be risen for an number of XP equal to the new attribute. So, to raise a 4 to a 5 would cost 5 XP.

For each attribute with a positive (+) modifier the character will have an area of expertise as defined by the player. These a simple, using a couple of words to describe. Here are a few examples:

Athleticism: field and track star, mountain climber, competitive diver, equestrian champ, free runner, and so on.

Combativeness: martial artist (Historical European or Asian, up to you), collegiate wrestler, golden gloves, 3 gun shooter, IPSC pistol champ, SWAT sniper, seasoned hunter, sporting clays shotgunner, fencer, street fighter, and so on.

Eloquence: business person, negotiator, fast talker, matchstick man, seductive, interrogator, charismatic speaker, singer, actor, and so on.

Ingenuity: Surgeon, mechanical engineer, fabricator, gardener, wilderness survival, primitive living, mechanic, and so on.

Perception: keen eyesight, good hearing, empathic, notices details, insightful, observant, reads people, reads situations, and so on.

Serendipity: bold, tough, brash, hard headed, strong willed, gambler, good with animals, heroic, and so on.



These aspects of an attribute should work with the character's backstory.

For backstory please keep in mind a few things:

Age: please keep all character between 18 and 50 and have them be age appropriate to their background.

Family: Does the character have family? Did they survive the apocalypse? Does the character know of their where-abouts?

Profession: what did the character do for a living prior to the apocalypse? CEO of their won corporation, lift truck driver in a factory, beat cop, young aspiring copywriter? Not looking for a group of former military, private military contractors, SWAT cops, or CAI operatives, thanks.

Survival: How have they survived to this point? How has it affected them?



The basic die rolling mechanic in the game is as follows:

describe the action being taken, use the modifier of the appropriate attribute, roll 3d4 and add the modifier to the result.

so, if I had a Combativeness of 6 (+1) and wanted to shoot a bow at a zombie's skull I would roll 3d4+1 for and outcome of 4 to 13.

This is how it works out;
 on a total of 6 or less, the action fails and the GM assigns a bad outcome
 on a total of 7 to 9, the action is partially successful, some good for some bad
 on a total of 10 to 12, the action is successful as stated
 on a total of 13 plus the action is so successful their is some extra benefit

Now, when you make a roll and the action falls under the expertise you have you can re-roll a failed roll, once. So, in the above example if I was a competitive archer then I could re-roll a missed shot with a bow. Now, as a GM you can expect me to throw in a few caveats like, well you're using a cheap reflex bow made of fiber impregnated plastic from Walmart and not a custom target bow so no re-roll or since you are using a fully decked out target bow with custom arrows I would allow a re-roll to every shot taken. You get the idea.



Equipment:
Write up what you feel like is appropriate for you character to survive, thrive, and carry on in  the post apocalypse. I will let you know if anything poses a problem and we will work it out.


This could easily adapted to other genres, but truth be told I am a hella fan of post apoc settings.
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