Came across THIS earlier today. I'll admit, to me it feels like a targeted version of Jeff Rient's classic Twenty Quick Questions for your Campaign Setting, but it does pose some interesting and gameable thoughts.
1. What religion is most prevalent in the city? Who benefits from this/who suffers?
2. Who in the city will reliably buy art pieces and recovered relics from the PC’s? What’s their deal?
3. What is illegal in the city? What’s punishable with jail time, and what’s punishable by death?
4. If you get caught doing crimes, how are you tried? What’s the court system like?
5. What’s the opinion of magic in the city, and is there a place to study it?
6. Who is the richest person in the city? Who are their enemies?
7. What kind of government does the city have? Whose interests do they represent?
8. What’s under the city? Sewers, dungeons, tunnels, aqueducts? What lives in them?
9. What neighbourhoods of the city might the PC’s be barred entry to, based on race/class/status/etc?
10. What’s the terrain like in the city? Is it flat, hilly, are the streets wide or narrow? Does it differ from neighbourhood to neighbourhood?
11. What’s the climate and weather like? Is it temperate, cold, hot, rainy? This should influence both clothing and food available.
12. What’s the architecture of ordinary buildings like? Multi-story, towers, brick, wood, organic materials, basements, attics? Are they easily climbed or broken into?
13. What’s currently in fashion among the rich and middle class? Are there sumptuary laws?
14. Is dueling permitted/encouraged? What laws exist around it? How likely are PC’s to be challenged to a duel on the street?
15. What’s one unique building/landmark/feature the city is most famous for? There should be more than one, but you should have at least one.
16. What are some typical random encounters the PC’s might come across in the streets during the day? At night? You should be able to come up with about 6-10 for each.
17. Who can the PC’s turn to if they break the law or need to escape from town guards? What payment/favours will this person ask for in return?
18. Can you openly wear weapons in the city? If not, who is exempt from this rule?
19. What are some common animals you might see in the streets? Where are animals or beasts not allowed to enter?
20. What can’t be bought in the city, and would need to be smuggled into the city illegally? Who in the city could reliably do this?
Notes:
Question 1: I'd probably rephrase this to allow for multiple religions, as well as cults, sects, and factions which may play a role in the city's underground. Also, I'd include a question relating to who are the notable religious NPCs.
Question 2: Somewhat obvious here, but I'd be more likely to phrase this for the selling/buying of magic items.
Question 3: While I have no problem with being familiarized with the laws and crimes of the city, the punishment questions are too limited in scope, there are other ways besides jail or execution to deal with crimes.
Question 4: This should probably be rolled into question 3.
Question 5: This is good.
Question 6: Another good question.
Question 7: A note that knowing who the prominent government officials are would be useful here.
Question 8: An awesome question, but I think another question should be (it can easily be moved into question four's spot), "How does the city deal with their dead?"
Question 9: Interesting, but not, I think, a major question.
Question 10: Useful information here, but this should probably be rolled into Question 11.
Question 11: See above.
Question 12: This is always a good bit of information useful to playing around in a city setting. I'd love to find a really good random table to help answer this one.
Question 13: I would add to this a question about the typical dress of city inhabitants. Do they have an unique or identifying article or style of clothing?
Question 14: I would probably modify this to discuss fighting in general, i.e. is bar brawling favored or prohibited, are there gladitorial events or martial tournaments, etc.
Question 15: Another great bit of information that could some random tables (they are out there).
Question 16: Pretty standard, though one should perhaps consider if the encounters vary by neighborhood or area of the city as well as time of day.
Question 17: I think I'd modify this to cover black market/underground economics in general. Knowing who can buy/see/acquire stolen or shady goods, contact for confidential information, get you into/out of places without being noticed, etc.
Question 18: Pretty standard, though I'd probably expand it to mention whether or not certain weapons are prohibited/restricted.
Question 19: This question is something that should probably be answered in the city laws and random encounter questions above.
Question 20: Again, laws and crimes.
Given that these questions are recommended as being used in addition to Jeff's 20 Questions, some of them could probably be eliminated and replaced with others that may or may not be useful. For instance, if we already know who's the richest person in the city (Question 6), a question about how the city's merchants and traders operate would be more useful (are they in a guild, independent operations, traveling salespersons, etc.), not too mention asking who are notable merchants.
Showing posts with label 20 Questions. Show all posts
Showing posts with label 20 Questions. Show all posts
Wednesday, May 10, 2017
Wednesday, August 10, 2016
SETTLEMENTS IN THE POST APOCALYPSE PART III
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
The third part of my Settlements in the Post Apocalypse will cover some basic thoughts on how I want to display settlements as well as some other useful information.
SETTLEMENTS IN THE POST APOCALYPSE PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENTS IN THE POST APOCALYPSE PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
Settlement Subdivision
Settlements will be broken down by type and size as follows.
By Special Type:
Underground
Underground settlements, with the exception of Safeholds & Freeholds (my equivalent of Fallout's Vaults or Deathlands' Redoubts), are generally existing underground areas that have been turned into settlements by the survivors of the apocalypse.
Safeholds & Freeholds
Freeholds are vault-like deliberate underground settlements with active/generational inhabitants.
Seasteads are settlements that have developed on or in the oceans, seas, and larger lakes of the wasteland.
Military Bases
Settlements where survivors have grouped together at military facilities which provide protection and some degree of self-sufficiency. Major military bases are likely destroyed by the apocalypse.
By Size:
Small Settlements
I don't use Mutant Future's population figures for settlement sizes. They are more fantasy-based and while I feel the majority of post apocalyptic settlements will have small populations compared to contemporary settlements, there will be somewhat larger populations. Small settlements are typically villages, small fortifications, and independent settlements with less than 1000 inhabitants.
Towns & Cities
Towns and cities aren't all that uncommon, but don't exist in as many places as they did before the apocalypse. Figure the number of cities and towns as being 1/10th of what they were before the apocalypse (it is an easy division to use). Towns will have populations of 1000 to 10,000 inhabitants. Cities will have about 10,000 to 60,000 inhabitants. Metropolises (with hundreds of thousands of inhabitants) and Megalopolises (with millions of inhabitants) are essentially non-existent.
Hypercities
Hypercities are extremely high technology settlements, usually designed to be self-sufficient and somewhat defensible. Most of those constructed before the apocalypse were destroyed. The will probably be only one surviving hypercity in the campaign region. Most hypercities, despite the size of the community they were constructed in, are generally only sized for 50,000 to 100,000 inhabitants. Roll 2d4x10,000 for number of inhabitants.
Discussion on Racial Breakdowns
This is one area where I want to use the K.I.S.S. principle. There will generally be one major race, with two or three other races represented, and possibly several other smaller amounts of mixed races. I have yet to find a simple table to determine racial demographics. For now, I recommend Medieval Demographics: Population Center Demographics Calculator, plug in the races and go (though obviously one would have to substitute their own races in place of the fantasy ones used).
General Racial Breakdown Table
Tech Level Discussion
I tend to use a simple breakdown of technology levels which can be rolled on a 1d6:
Tech Level 1 Stone Age
Tech Level 2 Iron Age
Tech Level 3 Steam Age (up to 1920s)
Tech Level 4 Diesel Age (1930s-1960s)
Tech Level 5 Modern Age (1970s to present)
Tech Level 6 High Tech Age
20 Questions for Post Apocalyptic Settlements
A set of questions I developed based on the various entries I examined in Part II.
---Final Layout ---
Note: There are some optional features here that may or may not be included. I may also play around with some of the category and entry names. I'll probably include more details when I incorporate this material into a one page document.
Name
Description
Demographics
Population: (with racial demographics/population breakdown)
Languages: (optional; depends on whether I detail setting languages or not)
Government:
Armed Forces: (Police/Military)
Technology Level:
Resources
Defenses:
Resources: (Power Source, Water Source, Food Source, Fuel/Energy Source, Medicine, Communications (optional), & Sanitation (optional))
Imports:
Exports:
Notable Features
Shops & Services:
Accommodations:
Special Installations/Landmarks:
Social Aspects
Aggression:
Disposition to Outsiders/Racial Tolerance:
Faction Relations:
Allies & Enemies:
Encounter Hooks
Crisis:
Noteable NPCs:
Rumors:
Random Encounters:
General Notes
The third part of my Settlements in the Post Apocalypse will cover some basic thoughts on how I want to display settlements as well as some other useful information.
SETTLEMENTS IN THE POST APOCALYPSE PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENTS IN THE POST APOCALYPSE PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
Settlement Subdivision
Settlements will be broken down by type and size as follows.
By Special Type:
Underground
Underground settlements, with the exception of Safeholds & Freeholds (my equivalent of Fallout's Vaults or Deathlands' Redoubts), are generally existing underground areas that have been turned into settlements by the survivors of the apocalypse.
- Subways - While most major cities with subway systems were destroyed, there is a fair chance that it's subway system survived.
- Underpasses - Highways and freeways often have large underpasses which can protect squatters from the elements. Combine that with a fair likelihood of many vehicles being stalled, stopped, or wrecked in the area to serve as sources of scavenged resources, and a settlement can spring up.
- Utility/Steam Tunnels - Many larger settlements and large independent facilities like universities or manufacturing plants may have tunnels and rooms large enough to serve as protection for a fledgling settlement.
- Underground Malls - Large, purpose-built underground facilities generally used to facilitate access to subway stations or to provide services protected from inclement weather in urban areas where building up may not be possible.
- Mountain Tunnels - Road or rail tunnels that go through mountainous regions can serve as starting points for fledgling communities, offering protection from weather or raiders.
- Storm Drains - Designed to remove excess water for roads, streets, and urban areas, these largish tunnels are often mistake for sewer lines.
- Caves - Several natural cave systems exist in which apocalyptic survivors could take refuge.
- Mines - Like natural caves, mine systems can serve as protected places for settlements to spring from.
Safeholds & Freeholds
Freeholds are vault-like deliberate underground settlements with active/generational inhabitants.
- Continuity of Government Shelters - The "super-secret" command and control bunkers for a nation's ruling body, these shelters often serve as the starting points for would be rebuilding efforts.
- Fallout Shelters, Bomb Shelters, & Civil Defense Shelters - Small group shelters designed to protect the survivors from whatever caused the apocalypse.
- Bunkers & Blast Shelters - Generally larger than fallout or civil defense shelters, these underground facilities house larger populations of inhabitants.
- Survival Retreats - Not necessarily found underground, these remote facilities are designed so inhabitants can survive and thrive any apocalyptic event.
- Seed Vaults & Banks - While space in these redoubts is often limited for inhabitants, their stores of material provide great resources for reconstructing after the apoclypse.
- Safeholds - Cryogenic suspension vaults where the inhabitants are frozen for a set period of time.
Seasteads are settlements that have developed on or in the oceans, seas, and larger lakes of the wasteland.
- Oil Rigs - Hundreds of oil rigs rise above the sea floor in many places. Many of them still have access to the oil fields they harvested before the apocalypse. These settlements often trade with land-based settlements, exchanging oil for resources they don't have.
- Large Ships - Naval vessels, cargo ships, oil tankers, and cruise liners that have been repurposed as floating settlements.
- Floating Platforms - Flotels, barges, and large raft complexes that serve as small settlements.
- Artificial Islands - Purposely built islands that are either constructed as land reclamation areas or purpose built communities that are lifted above shallow bodies of water (by being constructed on stilts or pillars, etc.).
- Scrap Atolls - Floating atolls of scrap and junk like the one in Waterworld.
- Underwater Bases/Research Stations - Small underwater facilities that could serve as a settlement to a small group of inhabitants.
- Sunken Cities - Typically tall buildings like skyscrapers, where the pre-apocalypse settlement has been thoroughly flooded and now only the top-most floors of these buildings exist above sea level.
- Organic-type Floating Islands - Immense masses of floating aquatic plants, mud, and peat which form islands that drift in the tides and current. Usually only big enough to support small communities, though large sargasso seas and coral reefs may support town or city sized masses.
Military Bases
Settlements where survivors have grouped together at military facilities which provide protection and some degree of self-sufficiency. Major military bases are likely destroyed by the apocalypse.
- Army - Typically inland bases.
- Navy - Found mostly in coastal regions, many may be submerged by changing sea levels.
- Coast Guard - As per Navy, but also found on some larger lakes or major river systems.
- Marine - Generally found in coastal regions, though some can be found inland.
- Air Force - Often found inland.
- Missile Silo - Generally found in remote areas far from pre-apocalypse settlements. Generally support only the smallest settlements.
By Size:
Small Settlements
I don't use Mutant Future's population figures for settlement sizes. They are more fantasy-based and while I feel the majority of post apocalyptic settlements will have small populations compared to contemporary settlements, there will be somewhat larger populations. Small settlements are typically villages, small fortifications, and independent settlements with less than 1000 inhabitants.
- Independent Farms - Usually small, family-oriented settlements rarely larger than 1d4x10 inhabitants.
- Shanty town around a resource - A hodge-podge settlement that may have 1d6x10 inhabitants.
- Small Tribal Village - A smaller than normal tribal village with maybe 3d6x10 inhabitants.
- Fortified Tribal Village - An average tribal village with 5d6x10 inhabitants.
- Large Fortified Village - A large successful village settlement with 1d4x100 inhabitants.
- Survivalist/Militia Communes - A settlement created by pre-apocalypse militia or survialist groups. Since this type of fortified settlement is generally successful they have a population of 1d4+2x100 inhabitants.
- Ideological/Religious/Cult Communes - A settlement founded by some religious leader or ideal, they can vary in size depending on how successful the religion or ideology has been. Small communes will have 10d10 inhabitants, while the largest will have 2d4x100 inhabitants.
- Gas Station Forts - Yeah, been there, done that, probably going to reference it again because several of the sub-tables there can be used for other settlement generation.
Towns & Cities
Towns and cities aren't all that uncommon, but don't exist in as many places as they did before the apocalypse. Figure the number of cities and towns as being 1/10th of what they were before the apocalypse (it is an easy division to use). Towns will have populations of 1000 to 10,000 inhabitants. Cities will have about 10,000 to 60,000 inhabitants. Metropolises (with hundreds of thousands of inhabitants) and Megalopolises (with millions of inhabitants) are essentially non-existent.
- Small town - Generally a pre-apocalypse settlement that was formerly a small town or city that has shrunk in population. There are 1d4x1000 inhabitants.
- Fortified town - By building a wall or other defensive structure, this settlement is often larger than regular small towns. Roll 1d6x1000 for number of inhabitants.
- Pre-apocalypse Castle - Supposedly there are over 100 castles in the United States alone. While some of these are no doubt castles in appearance only, and many no doubt destroyed due to their proximity to major settlements, some would still exist and serve as the focal point of a post apocalyptic community. Roll 2d4x1000 for number of inhabitants.
- Historic Fort - Like castles, there are a few other defensive fortifications that would serve as community focal points. Roll 2d4x1000 for number of inhabitants.
- Fortified City - Generally a pre-apocalypse city that has survived by forting up to protect itself from raids and attacks. Population is typically 1d4x10,000 inhabitants.
- Crashed/Beached Ship Town - Some form of large, ocean-going vessel is stuck here, either because it ran aground during the apocalypse, or because the ocean went away. Because of the vessel's resources, a post apocalyptic settlement sprung up. May include crashed spaceships. Population depends on two factors, how large the vessel is, and how many happen to be stuck in the area. Roll 1d6x1000 per vessel in this community.
- Sprawling City - A pre-apocalypse city that got lucky. Roll 1d6x10,000 for number of inhabitants
- Hypercity - See below.
Hypercities
Hypercities are extremely high technology settlements, usually designed to be self-sufficient and somewhat defensible. Most of those constructed before the apocalypse were destroyed. The will probably be only one surviving hypercity in the campaign region. Most hypercities, despite the size of the community they were constructed in, are generally only sized for 50,000 to 100,000 inhabitants. Roll 2d4x10,000 for number of inhabitants.
- Dome Cities - Classic science fiction cities where a protective dome is built to cover an existing city or city area.
- Arcologies - Another classic of science fiction, these megastructures tend to be designed as self-sufficient pyramids or pyramidal skyscrapers.
- Underwater Cities - The sub-ocean settlements are larger than other submarine settlements and come in two basic types; Underwater dome cities and underwater modular habitat cities.
- Geofronts - An advanced version of the underground mall, these hypercities are usually surface city replications in large underground caverns (often man-made caverns).
- Mobile Cities - Mostly self-contained cities that walk, crawl, roll, or otherwise ambulate over the wasteland. They often move to different resource sites to gather raw materials.
- Floating Cities - Mobile cities that fly or float in the sky.
- Spaceport - Rocket or shuttle launch facilities, space elevator tethers, or space gun facilities where post apocalyptic settlements have formed. Depending on the type and size of the facility, the settlement may be village sized or as large as a sprawling city.
- Seasteads - While the smaller oceanic settlements exist, the term "Seastead" itself is generally reserved for the largest, purpose-built ocean-going floating cities and artificial floating islands.
Discussion on Racial Breakdowns
This is one area where I want to use the K.I.S.S. principle. There will generally be one major race, with two or three other races represented, and possibly several other smaller amounts of mixed races. I have yet to find a simple table to determine racial demographics. For now, I recommend Medieval Demographics: Population Center Demographics Calculator, plug in the races and go (though obviously one would have to substitute their own races in place of the fantasy ones used).
General Racial Breakdown Table
- Sentient Creature
- Robot
- Clone or Mutant that passes as a Pure Human
- Pure Human
- Mutant Human
- Beastman (Mutant Animal)
- Mutant Plant
- Cyborg
- Android
- Extraterrestrial Alien
Tech Level Discussion
I tend to use a simple breakdown of technology levels which can be rolled on a 1d6:
Tech Level 1 Stone Age
Tech Level 2 Iron Age
Tech Level 3 Steam Age (up to 1920s)
Tech Level 4 Diesel Age (1930s-1960s)
Tech Level 5 Modern Age (1970s to present)
Tech Level 6 High Tech Age
20 Questions for Post Apocalyptic Settlements
A set of questions I developed based on the various entries I examined in Part II.
- Where in the heck am I?
- How big is this place?
- Who lives here?
- How do the residents feel about my race/outsiders?
- Who run bartertown?
- What is up with that group?
- Is this place safe?
- Will Johnny Law hassle me?
- Where can I buy stuff?
- What can I buy here?
- What things can I sell here?
- Is there a doctor in the house?
- What is the most common source of fuel or power and can I get it?
- What is there to eat around here?
- Can you fix my junk?
- What can I ride and can it be pimped?
- Where is it (relatively) safe to sleep?
- Where can I get entertained?
- What kind of jobs are available?
- What or Who is troubling this place?
---Final Layout ---
Note: There are some optional features here that may or may not be included. I may also play around with some of the category and entry names. I'll probably include more details when I incorporate this material into a one page document.
Name
Description
Demographics
Population: (with racial demographics/population breakdown)
Languages: (optional; depends on whether I detail setting languages or not)
Government:
Armed Forces: (Police/Military)
Technology Level:
Resources
Defenses:
Resources: (Power Source, Water Source, Food Source, Fuel/Energy Source, Medicine, Communications (optional), & Sanitation (optional))
Imports:
Exports:
Notable Features
Shops & Services:
Accommodations:
Special Installations/Landmarks:
Social Aspects
Aggression:
Disposition to Outsiders/Racial Tolerance:
Faction Relations:
Allies & Enemies:
Encounter Hooks
Crisis:
Noteable NPCs:
Rumors:
Random Encounters:
General Notes
Friday, November 21, 2014
Another 20 Questions: 20 Quick Questions on Rules
Brendan over at Necropraxis came up with this list of 20 house rules/game mechanics questions that I thought it might be useful to have.
Just some quick thoughts for post apocalyptic settings.
Question #3 is iffy, depending on the pre-apocalypse tech you want to use, or whether or not you're including magic in the setting.
Question #10 should probably switched to something about gaining/losing mutations.
Question #17 should be replaced with a question about figuring out pre-apocalypse tech.
Question #18 should replace magic items with artifacts/pre-apocalypse tech/energy weapons. Potions should probably be replaced with either vehicle fuel or some other energy resource (i.e. charging power sources or buying power sources).
Question #19 really depends on the pre-apocalypse tech of the campaign.
1. Ability scores generation method?
2. How are death and dying handled?
3. What about raising the dead?
4. How are replacement PCs handled?
5. Initiative: individual, group, or something else?
6. Are there critical hits and fumbles? How do they work?
7. Do I get any benefits for wearing a helmet?
8. Can I hurt my friends if I fire into melee or do something similarly silly?
9. Will we need to run from some encounters, or will we be able to kill everything?
10. Level-draining monsters: yes or no?
11. Are there going to be cases where a failed save results in PC death?
12. How strictly are encumbrance & resources tracked?
13. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
14. What do I get experience for?
15. How are traps located? Description, dice rolling, or some combination?
16. Are retainers encouraged and how does morale work?
17. How do I identify magic items?
18. Can I buy magic items? Oh, come on: how about just potions?
19. Can I create magic items? When and how?
20. What about splitting the party?
Just some quick thoughts for post apocalyptic settings.
Question #3 is iffy, depending on the pre-apocalypse tech you want to use, or whether or not you're including magic in the setting.
Question #10 should probably switched to something about gaining/losing mutations.
Question #17 should be replaced with a question about figuring out pre-apocalypse tech.
Question #18 should replace magic items with artifacts/pre-apocalypse tech/energy weapons. Potions should probably be replaced with either vehicle fuel or some other energy resource (i.e. charging power sources or buying power sources).
Question #19 really depends on the pre-apocalypse tech of the campaign.
Thursday, November 20, 2014
This is not that list of questions for your campaign, Post Apocalyptic Edition!!!
So, yet another variant on Twenty Quick Questions for your Campaign Setting), this time from scrap princess over at Monster Manual Sewn From Pants. I love this one, it basically lets you set the gonzo level of your campaign. However, there are a few entries that are either already answered, or don't quite work for the post apocalypse. So, I'm going to redo some of them, just for fun.
1. Is there weaponized Squid?
(follow up questions are below) Can I start with one? How much are they? Can I have one as a pet/horse/best friend? Can I play one? Can I dual wield them?
About the only possible change I can see here would be to note whether or not that is weaponized LANDsquid.
2. Is there undead robots?
follow up questions involve the nature of consciousness and the existence of the soul in your campaign and can I play one? or have one as a pet or a gun that shoots them?
I might change this to spirit robots, but that's about it.
3. Do Icebergs walk across the land ?
can I be from one? Is godzilla frozen in one? Can I play a godzilla?
It's the post apocalypse, of course there is godzilla, except he's called "gojira" ;)
4. What do birds know?
(no further questions)
This would change only slightly to, "Do birds tell the truth?"
5. Does medicine work like it does here but no-one knows CPR or does it work like a cartoon so I cure amnesia with more head injurys or does it work like medieval euro people though it did with demons in your teeth?
Do I start with demons in my teeth? Do I know CPR? Can I invent CPR? Can I give myself powers with additionally organs? What planet is in ascension in my spleen midmorning? These are all good questions.
6. I want to play a hobbit but really I'm the fleas controlling the hobbit. Where is that in the book?
Could I take over a new guy with my fleas? Or another players guy?
This should probably already be answered, (with the exception of the bits about hobbits). For gonzo post apocalyptic, I would reverse the questions. I want to play fleas, but really I'm a hobbit controlling my fleas.
7. How much could I rent my body out to spirits before I lost control of my character?
What are the names of the spirits? Are they cool?
I'd definitely have to add to this; How about AIs? People from before the apocalypse stuck in some sort of virtual reality? Aliens? How much do those aliens pay to probe? Can I play an alien probe? Are there rednecks to abduct and probe?
8.What level do I have to get my character to before I am the g.m?
Can I half be the g.m at an early level? What about when you leave the room?
Can I eat those doritos if you aren't going to?
9. What is the dumbest thing I can spend my money on?
no dumber than that but cool. Like a pet with a pet with a weapon? Can pets dual wield?
What about a mutant symbiote or parasite? Can I dual wield parasistes?
10. How ugly can my guy be? Like Can I basically be a walking fish?
No wait I wanna be a walking fish. What is the reverse scuba technology like in this world?
Now see this question, pretty much answered already. So we gotta go for something more classic. Can I be an Elf? Dwarf? Minotaur? French Maid Cross-dressing Ninja Robot Monkey Space Pirate?
11.The lamp oil? Is that like cooking oil, kerosene, white spirits or napalm?
How much can I buy of it?
Good questions, but not as important in post apocalyptia as are those energy weapons the standard laser/ion/plasma/particle beam stuff, or do I get freeze/heat/death/paralysis rays instead?
12. How does physics work in this world?
What makes the planets stay up? Are there planets? Is it elves? Can I play an elf from another planet? Does everything work like how we though it did in the past? Can I discover stuff and pass it off as a magic? Is possible to use the scientific process to organise the concepts of magic?
Actually, for a gonzo post apocalyptic setting, it wouldn't be physics (at least I don't think it would), it would be magic.
13. Can I start with weapon hands?
What about crab claws? Can I play a crab with human hands? Can I have one as a pet? Do they live on a different planet? Can we go there?
Weapon Hands is almost a given for mutants, as are crabs with human hands. What we need is weapon faces, weapon backs, weapon ears, and weapon butts.
14. What cultures approve of cannibalism?
What about if we are super rich? Aren't rich cannibals be default , I mean if you think about it? How is the class struggle here anyway? Is there a Karl Marx? How receptive are people to the ideas of anarcho-syndicalism here?
Well cannibalism and anarcho-syndicalism are pretty much a given after the apocalypse. How about knights in shining armor, devil-slaying (and hopefully, non-racist) paladins, plucky halfling sidekicks, and of course, bards.
15. Can my character not be real , but a hallucination of another character?
But I still wanna be able to do stuff. What are the stats for that?
Sure, see magic above.
16. Which is the rome but with lava fire country in this world?
What about the ice circus country? Can I have a pet from there?
I'd be more interested in the pastoral righteous kingdom with a benevolent king in the post apocalypse.
17. Can I invent an insect?
as a player like right now I tell you an insect and you put it in the game? Or as a character? Can my spells be insects that then exist in this world after I cast them? Can I play an insect who is actually a spell cast in this world? What about as a pet?
I'll give you spell casting, but insects already abound, usually as horrific mutated beasts. Try asking to invent magic items instead.
18. Is there reverse fire?
What about reverse water or earth? What do they wear there?
What about reverse air?
19. How much money can I make inventing siege engines?
Can I play a siege engine? In what ways are animals used in siege engines?
War, War never changes. Invent some medicine or better methods of farming, or waste reclamation technologies.
20.What is the most significant tree to the economy of the starting place?
Is it really a tree or maidens stitched together? If I play a maiden do I get spells or do people that worship me get spells but only if I'm mad at them?
Another good set of questions.
1. Is there weaponized Squid?
(follow up questions are below) Can I start with one? How much are they? Can I have one as a pet/horse/best friend? Can I play one? Can I dual wield them?
About the only possible change I can see here would be to note whether or not that is weaponized LANDsquid.
2. Is there undead robots?
follow up questions involve the nature of consciousness and the existence of the soul in your campaign and can I play one? or have one as a pet or a gun that shoots them?
I might change this to spirit robots, but that's about it.
3. Do Icebergs walk across the land ?
can I be from one? Is godzilla frozen in one? Can I play a godzilla?
It's the post apocalypse, of course there is godzilla, except he's called "gojira" ;)
4. What do birds know?
(no further questions)
This would change only slightly to, "Do birds tell the truth?"
5. Does medicine work like it does here but no-one knows CPR or does it work like a cartoon so I cure amnesia with more head injurys or does it work like medieval euro people though it did with demons in your teeth?
Do I start with demons in my teeth? Do I know CPR? Can I invent CPR? Can I give myself powers with additionally organs? What planet is in ascension in my spleen midmorning? These are all good questions.
6. I want to play a hobbit but really I'm the fleas controlling the hobbit. Where is that in the book?
Could I take over a new guy with my fleas? Or another players guy?
This should probably already be answered, (with the exception of the bits about hobbits). For gonzo post apocalyptic, I would reverse the questions. I want to play fleas, but really I'm a hobbit controlling my fleas.
7. How much could I rent my body out to spirits before I lost control of my character?
What are the names of the spirits? Are they cool?
I'd definitely have to add to this; How about AIs? People from before the apocalypse stuck in some sort of virtual reality? Aliens? How much do those aliens pay to probe? Can I play an alien probe? Are there rednecks to abduct and probe?
8.What level do I have to get my character to before I am the g.m?
Can I half be the g.m at an early level? What about when you leave the room?
Can I eat those doritos if you aren't going to?
9. What is the dumbest thing I can spend my money on?
no dumber than that but cool. Like a pet with a pet with a weapon? Can pets dual wield?
What about a mutant symbiote or parasite? Can I dual wield parasistes?
10. How ugly can my guy be? Like Can I basically be a walking fish?
No wait I wanna be a walking fish. What is the reverse scuba technology like in this world?
Now see this question, pretty much answered already. So we gotta go for something more classic. Can I be an Elf? Dwarf? Minotaur? French Maid Cross-dressing Ninja Robot Monkey Space Pirate?
11.The lamp oil? Is that like cooking oil, kerosene, white spirits or napalm?
How much can I buy of it?
Good questions, but not as important in post apocalyptia as are those energy weapons the standard laser/ion/plasma/particle beam stuff, or do I get freeze/heat/death/paralysis rays instead?
12. How does physics work in this world?
What makes the planets stay up? Are there planets? Is it elves? Can I play an elf from another planet? Does everything work like how we though it did in the past? Can I discover stuff and pass it off as a magic? Is possible to use the scientific process to organise the concepts of magic?
Actually, for a gonzo post apocalyptic setting, it wouldn't be physics (at least I don't think it would), it would be magic.
13. Can I start with weapon hands?
What about crab claws? Can I play a crab with human hands? Can I have one as a pet? Do they live on a different planet? Can we go there?
Weapon Hands is almost a given for mutants, as are crabs with human hands. What we need is weapon faces, weapon backs, weapon ears, and weapon butts.
14. What cultures approve of cannibalism?
What about if we are super rich? Aren't rich cannibals be default , I mean if you think about it? How is the class struggle here anyway? Is there a Karl Marx? How receptive are people to the ideas of anarcho-syndicalism here?
Well cannibalism and anarcho-syndicalism are pretty much a given after the apocalypse. How about knights in shining armor, devil-slaying (and hopefully, non-racist) paladins, plucky halfling sidekicks, and of course, bards.
15. Can my character not be real , but a hallucination of another character?
But I still wanna be able to do stuff. What are the stats for that?
Sure, see magic above.
16. Which is the rome but with lava fire country in this world?
What about the ice circus country? Can I have a pet from there?
I'd be more interested in the pastoral righteous kingdom with a benevolent king in the post apocalypse.
17. Can I invent an insect?
as a player like right now I tell you an insect and you put it in the game? Or as a character? Can my spells be insects that then exist in this world after I cast them? Can I play an insect who is actually a spell cast in this world? What about as a pet?
I'll give you spell casting, but insects already abound, usually as horrific mutated beasts. Try asking to invent magic items instead.
18. Is there reverse fire?
What about reverse water or earth? What do they wear there?
What about reverse air?
19. How much money can I make inventing siege engines?
Can I play a siege engine? In what ways are animals used in siege engines?
War, War never changes. Invent some medicine or better methods of farming, or waste reclamation technologies.
20.What is the most significant tree to the economy of the starting place?
Is it really a tree or maidens stitched together? If I play a maiden do I get spells or do people that worship me get spells but only if I'm mad at them?
Another good set of questions.
Saturday, July 27, 2013
20 Questions for your Post Apocalyptic Setting
Since Justin S. Davis posted his 22 quick questions for your post apocalyptic campaign setting (referencing the classic Twenty Quick Questions for your Campaign Setting) I've been inspired to come up with my own version. (Sorry Justin, but your 22 questions just didn't completely feel right to me, though they are inspirational, heck maybe even Sniderman and Brutorz Bill will come up with their own versions).
20 Questions for your Post Apocalyptic Setting
1. What is the deal with this cult/gang/cryptic alliance?
2. Where can we go to buy equipment?
3. Where can I get a vehicle or monstrous mutant mount?
4. Who is the mightiest robot in the wasteland? (or wizard/sorcerer for more Thundarr-like settings)?
5. Who is the greatest warlord in the wasteland?
6. Who is the richest person in the wasteland and what are the major forms of currency?
7. Where can we get high-tech healing?
8. Where can we go to get cures for the following conditions: poison/toxin, disease/infection, radiation poisoning, disadvantageous mutations, nanobot infestation, corrupted databanks, broken cybernetic implants, broken robotic parts?
9. Are there cults/gangs/cryptic alliances I can join and/or fight?
10. Where can I find a loremaster, technician, or other expert NPC?
11. Where can I hire mercenaries?
12. Is there any place on the map where mutants/humans are outlawed/hunted or other notable hassles for PCs?
13. Which way to the nearest bar, brothel, dive, or hive of scum and villainy?
14. What threats are terrorizing the wasteland sufficiently that if I kill them I will become famous?
15. Are there any wars brewing I could go fight?
16. How about gladiatorial arenas with fabulous prizes?
17. Where is the nearest contaminated zone?
18. What is there to eat around here?
19. Are there any legendary lost vaults/laboratories/military installations/shopping places around?
20. Where are the nearest scavengeable ruins?
Special Bonus Questions for more hard-core survival oriented settings:
21. What is the most common source of fuel/power and where can I get it?
22. Where is the nearest source of clean water and who controls it?
23. Is it safe to eat that food?
24. Where can we get ammunition for these weapons?
25. Where is it safe to sleep?
20 Questions for your Post Apocalyptic Setting
1. What is the deal with this cult/gang/cryptic alliance?
2. Where can we go to buy equipment?
3. Where can I get a vehicle or monstrous mutant mount?
4. Who is the mightiest robot in the wasteland? (or wizard/sorcerer for more Thundarr-like settings)?
5. Who is the greatest warlord in the wasteland?
6. Who is the richest person in the wasteland and what are the major forms of currency?
7. Where can we get high-tech healing?
8. Where can we go to get cures for the following conditions: poison/toxin, disease/infection, radiation poisoning, disadvantageous mutations, nanobot infestation, corrupted databanks, broken cybernetic implants, broken robotic parts?
9. Are there cults/gangs/cryptic alliances I can join and/or fight?
10. Where can I find a loremaster, technician, or other expert NPC?
11. Where can I hire mercenaries?
12. Is there any place on the map where mutants/humans are outlawed/hunted or other notable hassles for PCs?
13. Which way to the nearest bar, brothel, dive, or hive of scum and villainy?
14. What threats are terrorizing the wasteland sufficiently that if I kill them I will become famous?
15. Are there any wars brewing I could go fight?
16. How about gladiatorial arenas with fabulous prizes?
17. Where is the nearest contaminated zone?
18. What is there to eat around here?
19. Are there any legendary lost vaults/laboratories/military installations/shopping places around?
20. Where are the nearest scavengeable ruins?
Special Bonus Questions for more hard-core survival oriented settings:
21. What is the most common source of fuel/power and where can I get it?
22. Where is the nearest source of clean water and who controls it?
23. Is it safe to eat that food?
24. Where can we get ammunition for these weapons?
25. Where is it safe to sleep?
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