Showing posts with label Settlements. Show all posts
Showing posts with label Settlements. Show all posts

Wednesday, August 10, 2016

SETTLEMENTS IN THE POST APOCALYPSE PART IV

SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
The final part of my Settlements in the Post Apocalypse. Yes, I posted all parts on the same day, but only because it didn't feel right to post them until I was mostly finished with the project. To save on space, and make it easier to post them, most of the tables are in pdf docs.
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


Random Building Tables
Random Government Types
Random Settlement Resources
Random Trade Goods
Settlement Crises
Gas Station Forts Has tables for Settlement Defenses, Road Side Attractions, and other, possibly useful tables.

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.
  1. Subways - While most major cities with subway systems were destroyed, there is a fair chance that it's subway system survived.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Storm Drains - Designed to remove excess water for roads, streets, and urban areas, these largish tunnels are often mistake for sewer lines.
  7. Caves - Several natural cave systems exist in which apocalyptic survivors could take refuge.
  8. 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.
  1. 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.
  2. Fallout Shelters, Bomb Shelters, & Civil Defense Shelters - Small group shelters designed to protect the survivors from whatever caused the apocalypse.
  3. Bunkers & Blast Shelters - Generally larger than fallout or civil defense shelters, these underground facilities house larger populations of inhabitants.
  4. Survival Retreats - Not necessarily found underground, these remote facilities are designed so inhabitants can survive and thrive any apocalyptic event.
  5. 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.
  6. Safeholds - Cryogenic suspension vaults where the inhabitants are frozen for a set period of time.
Seastead
Seasteads are settlements that have developed on or in the oceans, seas, and larger lakes of the wasteland.
  1. 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.
  2. Large Ships - Naval vessels, cargo ships, oil tankers, and cruise liners that have been repurposed as floating settlements.
  3. Floating Platforms - Flotels, barges, and large raft complexes that serve as small settlements.
  4. 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.).
  5. Scrap Atolls - Floating atolls of scrap and junk like the one in Waterworld.
  6. Underwater Bases/Research Stations - Small underwater facilities that could serve as a settlement to a small group of inhabitants.
  7. 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.
  8. 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.
  1. Army - Typically inland bases.
  2. Navy - Found mostly in coastal regions, many may be submerged by changing sea levels.
  3. Coast Guard - As per Navy, but also found on some larger lakes or major river systems.
  4. Marine - Generally found in coastal regions, though some can be found inland.
  5. Air Force - Often found inland.
  6. 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.
  1. Independent Farms - Usually small, family-oriented settlements rarely larger than 1d4x10 inhabitants.
  2. Shanty town around a resource - A hodge-podge settlement that may have 1d6x10 inhabitants.
  3. Small Tribal Village - A smaller than normal tribal village with maybe 3d6x10 inhabitants.
  4. Fortified Tribal Village - An average tribal village with 5d6x10 inhabitants.
  5. Large Fortified Village - A large successful village settlement with 1d4x100 inhabitants.
  6. 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.
  7. 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.
  8. 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.
  1. Small town - Generally a pre-apocalypse settlement that was formerly a small town or city that has shrunk in population. There are 1d4x1000 inhabitants.
  2. 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.
  3. 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.
  4. Historic Fort - Like castles, there are a few other defensive fortifications that would serve as community focal points. Roll 2d4x1000 for number of inhabitants.
  5. 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.
  6. 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.
  7. Sprawling City - A pre-apocalypse city that got lucky. Roll 1d6x10,000 for number of inhabitants
  8. 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.
  1. Dome Cities - Classic science fiction cities where a protective dome is built to cover an existing city or city area.
  2. Arcologies - Another classic of science fiction, these megastructures tend to be designed as self-sufficient pyramids or pyramidal skyscrapers.
  3. 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.
  4. Geofronts - An advanced version of the underground mall, these hypercities are usually surface city replications in large underground caverns (often man-made caverns).
  5. 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.
  6. Floating Cities - Mobile cities that fly or float in the sky.
  7. 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.
  8. 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
  1. Sentient Creature
  2. Robot
  3. Clone or Mutant that passes as a Pure Human
  4. Pure Human
  5. Mutant Human
  6. Beastman (Mutant Animal)
  7. Mutant Plant
  8. Cyborg
  9. Android
  10. 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.
  1. Where in the heck am I?
  2. How big is this place?
  3. Who lives here?
  4. How do the residents feel about my race/outsiders?
  5. Who run bartertown?
  6. What is up with that group?
  7. Is this place safe?
  8. Will Johnny Law hassle me?
  9. Where can I buy stuff?
  10. What can I buy here?
  11. What things can I sell here?
  12. Is there a doctor in the house?
  13. What is the most common source of fuel or power and can I get it?
  14. What is there to eat around here?
  15. Can you fix my junk?
  16. What can I ride and can it be pimped?
  17. Where is it (relatively) safe to sleep?
  18. Where can I get entertained?
  19. What kind of jobs are available?
  20. 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

SETTLEMENTS IN THE POST APOCALYPSE PART II

PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
This section of my Settlements in the Post Apocalypse will look at several sample settlement layouts of interest. My notes on these will be listed in RED.
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

Hack & Slash Towns & Village
Note specific layouts vary somewhat; uses the Quadruple D layout

Settlement Name

Description

Alignment, Size/Type, Notable Information
Motto (Symbol)

Demographics

Government:
Population: (with racial breakdown and possibly breakdown by class)
Languages Spoken:
Local (Gods and) Religions:
Noteable NPCs*

Districts

Shops
Inns
(Locations / Interesting) Features
Men for Hire
Resources

Diversions

Obstacles
Adventures Seeds & Local News
Names

IMPORTANT NOTE:
This bit is included because it's a useful gauge of people's interests. Some people who run cities, said they wanted: Name; overall feel; map; names of major NPC's; tavern or a few shops/key locations/interesting features; shadiest guy in town; who the guy they will run afoul of is; a plot point/adventure seed or two; a descriptive phrase; and resources and obstacles (nee features);
Some people who play in cities, said they wanted to know: Shops; How easy is it to get in and out of town; What is the reaction to our arrival; who lives here; what language do they speak; what religion are they; Is it a village of ghosts where they hate thri-kreen and do they eat ghost candy.
This settlement layout was one of my main inspirations for Post Apocalyptic Settlement layouts. The main issue is that this is quite fantasy-specific on its own. It does cover several awesome features, though I have to admit that I'm not personally sold on the Quadruple D layout (it works, well, but I can't personally warm to it). Also, you'll note that I noted "Symbol" under the entry for Motto. This is because I feel a community symbol supports the settlement description more than a motto (which, I have to admit, would boil down to "Conquer," "Enslave," "Survive," or something similar in a post apocalyptic setting) does. I also feel that there are some settlement features not included which should be, especially in a post apocalyptic setting. More on that later though. I also find the "Names" entry quite useful to help bring flavor to the settlement and aid the GM in coming up with more NPCs, though I'm not sure this feature would translate well to a post apocalyptic setting.


After the Bomb 2E
REGION NAME
Current Political & Military Situation:
Population:
Languages:
Species:
Capital:
Government:
Military (Forces):
Communications:
Technology:
Education:
Economy:
Currency:
Roadways(/Gas or Fuel): Added by Road Hogs, Used in MotY
Religion: Added by MotY
Added by Mutants in Orbit (notable entries):
Defenses:
Design:
Exports:
Imports:
Diplomatic Relations:
Personalities:
This is my other main inspiration for Post Apocalyptic Settlement layouts. One issue here is the inclusion of "Capital" which, as I'm going for a settlement specific layout, would be superfluous. "Species" is also somewhat extraneous, as I feel the racial breakdown of the settlement should be included in the "Population" entry.


Mutants in Avalon
REGION NAME
National Symbol:
Position:
Geography:
Resources:
Population:
Capital:
Recent History:
Court/Government:
Current Ruler:
Economy:
Technology:
Education:
Law:
Diplomatic Relations:
Army:
Regional Character:
Accent:
Local figures of Note:
This variant of the later (mostly) standardized After the Bomb Settlement Layout is notable mostly for the "Resources" entry. Too many of the entries for this layout are setting specific, as it is designed for post apocalyptic nation-states rather than settlements specifically.


RDF Manual
Race
Population Size
Construction
Type of Community
Technological Level
Law & Order
Disposition Toward the RDF
Disposition Toward the Zentraedi
Of note in this layout are the "Construction" entry (notable because the associated table has construction types like crashed spaceships being turned into settlements) and the "Disposition" entries (notable because this tells us how the settlement feels about specific groups).


Rifts Australia Outback Communities
Step One: Orientation & Disposition
Step Two: General Type & Size of Community
Step Three: The Attributes & Features of an Outback & Community
A. Weapons and Armor
B. Medicine
C. Water
D. Agriculture and Natural Resources
E. Real Estate & Location
F. Vehicles & Fuel
G. Administration & Social Structure
H. Alignment
I. Magic
J. Racial Tolerance
K. Trade
L. Threats
M. Skill Levels & Professionalism
N. Shelter
O. Security & Fighting Force
P. Power/Energy
Q. Special Features
While I feel most of Palladium's Organization Design systems have pretty limited selectable features (though generally good descriptions of those features), this is notable because of it's inclusion of several post apocalyptic resources of note; Weapons, Medicine, Water, Fuel, and Power/Energy.


Dead Reign Sourcebook 1: Civilization Gone
Population of the Community
Alignment & Disposition
Location
Leadership
Type of Fortification
Resource Availability
Size of the Zombie Swarm around the Community
Not much to note here, really one of the more bare bones settlement layouts out there.


Darwin's World Wasteland Settlement Generator
Settlement Background
Settlement Physical Type
Settlement Population Demographics
Economic Assets
Governance
Tolerance Levels
Another bare bones layout. With the associated generator, most of the work is still left on the GM to flesh out these settlements.


Gamma World Settlements (Kellri/Scott Hoover)
Size
Population
Settlement Type
Commerce
Government
Cryptic Alliance Connections
Medical Supplies
Food/Water Supplies
Communications
Defenses
A nice, if a bit short, layout that gives good coverage to most of the main features a post apocalyptic settlement needs. Setting specific by design, but quite useful for many different games to quickly generate post apocalyptic settlements.


Gamma World Settlement Sheet (Kellri/Scott Hoover)
NAME:
CAMPAIGN:
Population:
Government:
Tech Level:
Capitol:
(Racial Breakdown)
Ruler:
DESCRIPTION History, Location & General Features
MILITARY
Troop Type ## of Troops Armor & Weapons
Notes
DEFENSES Walls, Gates, Towers, Siege Weaponry, Citadels, Bridges
LOCAL LAWS & LAW ENFORCEMENT
Police Troop ## of Troops Armor & Weapons
Misdemeanor Offenses
Felony Offenses
Capitol Offenses
Notes
CURRENCY, TAXES & TREASURY
SEAT OF GOVERNMENT
MUNICIPAL FACILITIES Fire Department, Live Metal Storage, Military Stables, Military Barracks, Execution Site, Punishment Facilities, Arsenal, Hospital, Cemetaries, Morgues, Illegal Items Storage, Information Center, Public Works CULTURAL FACILITIES Galleries, Universities, Schools, Museums, Libraries
RELIGIONS & CRYPTIC ALLIANCES
IMPORTANT INDUSTRIES & BUSINESSES
Major Resources-
Major Shortages-
Trading Partners-
ENTERTAINMENT Inns, Taverns, Hostels, Theatres, Sports, Brothels, Festivals
IMPORTANT NPC’S Government leaders, Cryptic Alliance members, masterminds, crimelords, etc. NEIGHBORS Location,
NEWS, RUMORS & EVENTS
ENCOUNTERS
MAP
This is a full featured post apocalyptic settlement layout that covers just about everything. My only possible complaint is that it is probably too all-inclusive, running to six pages, I want something a bit smaller (one page; not counting any maps) for most of my settlements, though this works great for major campaign settlements.


Nuclear Sunset: The Southwest
Settlement Name (Current, Pre-War) & Population
Major Economic Activity:
Local Infrastructure:
Local Government:
Racial Diversity:
Faction Relations
While useful, this layout relies a bit too much on setting specifics in its use, though it should be easily adaptable to just about any setting. I prefer to have more detailed information myself.


Myth Advocate Atomic Dawn
Note: There are three different examples here, each with slight differences:
Atomic Dawn: New Memphis
Settlement Name
Community Size:
Population:
Size:
Races:
Languags:
Imports:
Exports:
Famous:
Infamous:
Inspirations:
Atomic Dawn: Corvitas
Settlement Name
Population:
Government:
Militia:
Total Gold
Places of Interest
Atomic dawn: Alamo Empire
Aliases:
Capital:
Area:
Government:
Population*:
Languages:
Imports:
Exports:
Alignment:
Law and Order
Allies
Enemies
*This does not indicate wild tribes, and outlaw bands in the wilderness, only official numbers.
These different examples provide a wide variety of good coverage, similar to the basic After the Bomb layout, though differently defined. I should note is that there should be more standardization here in the layout formats. Also, even adapting for different post apocalyptic currencies, there really is little utility in having an entry for "Total Gold," I've seen it in some fantasy settlement layouts as well and can't really conceive of bothering to keep track of such an item. The "Inspirations" entry is quite useful as it helps build the scenery of the settlement, though I'd probably use it as a single sentence in the settlement's description paragraph.


Aftermath City State Layout
DISTRICT NAME
Location:
Political Organization
Resources:
Population:
Armed Forces:
Special Installations:
Transportations:
General Reactions:
General Notes:
This layout is used to good effect in describing the communities and areas of the City State. I feel the entries have a sort of generality that lends itself well to being individually detailed.


Exodus Southwest Wasteland Guide settlements
Settlement Name
Population: (with racial breakdown)
Military:
Trade Goods:
Services:
Attitudes on Outsiders:
A quick, if somewhat limited, layout that covers the some needed post apocalyptic settlement features.


Broken Earth (PF edition)
Settlement Name
Landmark, Standard, or Hidden
Population
Salvage Value
Buildings:
Ruined Buildings:
Tech Levels:
I'm not quite sure what to make of the utility of this layout. It is somehow limited and not in a good way. I think several of the entries here are better represented by other entries from the other layouts reviewed. I should probably note the "Tech Levels" entry though, since I would include this type of entry in my settlement layouts.


ELFMAIDS & OCTOPI
Note: This is a compilation of features from several different random tables on the site.
Base Color
How homogenous is this community?
Psychonian Racial stock
How are they ruled?
Aggression
Religion & Magic
Ruins or Tech Level?
Who Dwelled Thar?
Types of Community
Technology
Local Defenses
Local Specialist
Interesting Local Resource
Local Problems
Size
Small Town Special Features
Medium Town Special Features
Large Town Special Features
Local Problems
Exotic Locations
Small Town Defense
Medium Town Defense
Large Town Defense
Other Defenses
Since this is a compilation of features, I can't say the layout is too inclusive or too bare bones. Entries of note include "Aggression" (as a variant of Disposition), and the Small/Medium/Large Town Special Features (since each larger size includes the features of the smaller sizes).


TME Crossroads Region Gazeteer
Settlement Name
Faction:
Government:
Population: (with racial breakdown)
Site Details
Construction
Water & Sanitation
Technology
Dangers
Law Enforcement
Military & Defense
Visitors to SETTLEMENT
Brief History
Social Details
Resources & Industry
Accommodations
This type of layout gets somewhat bogged down by the settlement descriptions covering several pages of information. A mostly good selection of entries, though I would easily dump "Brief History" and probably combine "Dangers" with "Visitors to Settlement" as a random encounter table for the settlement. The "Accommodations" entry is useful to note, as is the addition of "Sanitation" to the "Water" entry.


Twilight 2000: Twilight Encounters
Size and Defense:
Attitude:
Government:
Crisis:
Twilight 2K has some pretty bare bones layouts for settlements, though individual settlements can be quite detailed (Free City of Krakow comes to mind). Of real note here is the "Crisis" entry, since it gives one a reason to come up with random adventure hooks related to the settlement.


Judges Guild Layout
Note: Uses a horizontal layout for ease of reference.
Hex No.
Name
Pop.
Type (race)
Civ.
Align
Ruler,Level,Align,Class,Type (race)
Resources
Probably the most bare bones layout, since it is designed to cover basic details of dozens or hundreds of settlements in a hexcrawl sandbox. While quick and simple, some of the details would probably be better left to a different layout, especially for a post apocalyptic setting.


SUMMARY
There are a lot of different usable features and layouts here, depending on one's needs. For barest bones quick settlement information recording, I'd recommend a modification of the Judges Guild layout. For in-depth coverage of a post apocalyptic settlement, I'd recommend Kellri's Gamma World Settlement Sheet, though reworked to be setting neutral. I plan on going in between those two extremes in my desired layout, looking at something which will generally fit on one page, yet be detailed enough to provide me with the information I need to run the settlement. (Although I should probably note that I *STILL* haven't finalized my desired layout at this time. I'm aiming for between ten and twenty entries that cover the features I want to note or describe.)

SETTLEMENTS IN THE POST APOCALYPSE PART I

This is going to be the first in a series of post about designing post apocalyptic settlements.
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

PART I: POST APOCALYPTIC SETTLEMENT RESOURCES

SETTLEMENT NAMES
Jeff Rients' Hamlet Names
Post Apocalyptic Town Names
Town Names
Wampus Country Frontier Town Name Generator

GENERIC (non-Post Apocalytpic) ONLINE RESOURCES
Abulafia City
Abulafia Fantasy Town
Archebus Settlement Generator Note: See Also HERE and HERE
Bat in the Attic Random Village
Chaotic Shiny Medieval City Generator
D&D W/Pornstars Urbancrawl
Donjon Fantasy Towns & Cities Generator
Hack & Slash Village Resource
I Don't Remember That Move Shitty Peasant Village Generator
Kellri's Old School Encounters Reference
Kill It With Fire! Assigning RPG traits to Hamlets, Towns, and Boroughs
Last Gasp Grimoire Corpathium
Last Gasp Grimoire Scenic Whereverthefuck
Monsters & Manuals Random Village Generator
Planet Algol Jakay
Raging Owlbear Give Your Village Meaning & Purpose
Wampus Country

ONLINE POST APOCALYPTIC RESOURCES
1d4chan Post Apocalyptic Society Creation Tables
Automated Generator for Pyschon Citadels
Complete Guide to Psychonian Citadels
Extra Citadel Stuff
Factions for your Post Crash Space Hab Modules
Mobile Cities
Murder Highway Pit Stops
Planet Psychon Glorious Geography
Planet Psychon Settlements
Post Crash Space Infrastructure
Post Crash Space Hab Modules
Pubs of Planet Psychon
Settlements of Xor
What Kind of Farm on Planet Psycho
Wizardawn Generators

OTHER RESOURCES
After the Bomb 2nd Edition
Aftermath City State
Broken Earth (PF edition)
Darwin's World Wasteland Settlement Generator
Dead Reign Sourcebook 1: Civilization Gone
Dead Reign Sourcebook 3: Endless Dead
Exodus Southwest Wasteland Guide
Gamma World Settlement Sheet (Kellri/Scott Hoover)
Gamma World Settlements (Kellri/Scott Hoover)
Judges Guild (Castle Book 1, Castle Book 2, Village Book 1)
Mutants in Avalon
Mutants in Orbit
Mutants in the Yucatan
Nuclear Sunset: The Southwest
Other Dust
Rifts Australia
Road Hogs
Robotech RPG: RDF Manual
The Mutant Epoch Crossroads Region Gazeteer
Twilight 2000: Twilight Encounters