Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: The Doomed One on <11-09-10/1155:00>

Title: Post-apocalyptic survival
Post by: The Doomed One on <11-09-10/1155:00>
So I have an idea for a post-apocalyptic survival game (think Fallout and similar things) using SR4A, and I was wondering what would be the best way to go about doing this?

My thoughts so far:
-The Matrix would probably be gone/sevearly damaged (stupid spell-check)
-Technology would probably not works some/all of the time, would need some kind of mechanic for battery life, and charging said battery.

And that is about all I have.
Title: Re: Post-apocalyptic survival
Post by: FastJack on <11-09-10/1211:32>
The main problem is that you're going to have magic being über-powerful, so it'd be hard to balance against that...

That and the number of hacker's going insane craving a fix. ;)
Title: Re: Post-apocalyptic survival
Post by: The Doomed One on <11-09-10/1236:01>
This is mostly for those "OHGODSIAMSOSICKOFRUNNINGTHESAMESETTINGINEEDABREAKFORASESSIONORTWO" moments, which, happens to me from time to time, so I don't really need it to be too ballenced, and if it becomes a problem I can allways through hordes of something at it untill it is no longer a problem. ;D  I mean talk to my players and see if I can't get them to turn it down a notch.
Title: Re: Post-apocalyptic survival
Post by: Usda Beph on <11-09-10/1238:33>
See Book of Eli?


Also... lot's a Hell Hounds would make Codac feel all safe and sound!
Title: Re: Post-apocalyptic survival
Post by: Chaemera on <11-09-10/1252:59>
To address FastJack's point, up the BP cost of the awakened qualities a decent bit. Recognize how much harder it's going to be for people to get their spell formulae, and mark up prices to reflect.

Same goes for most technology, too, short of maybe a few points of civilization.

Best advice I actually have is: go look over here (http://forums.shadowrun4.com/index.php?topic=894.0) and pick a different system to try out, it's not evil. It's just better to use a generic system, or a system designed for post-apocalyptical worlds than to try and brutalize a system that is fairly beautifully developed for its setting into fitting a very different setting.

Short of that, try and consider the impacts of infrastructure breakdown on resources and qualities (a la magic, above).
Title: Re: Post-apocalyptic survival
Post by: Nomad Zophiel on <11-09-10/1605:59>
This is mostly for those "OHGODSIAMSOSICKOFRUNNINGTHESAMESETTINGINEEDABREAKFORASESSIONORTWO" moments, which, happens to me from time to time, so I don't really need it to be too ballenced, and if it becomes a problem I can allways through hordes of something at it untill it is no longer a problem. ;D  I mean talk to my players and see if I can't get them to turn it down a notch.

Have you considered a vacation in fabulous Bug City. . . Chicago? All the apocalypse, none of the mess. Or maybe Geneva, although its more apocalyptic than post-apocalyptic.
Title: Re: Post-apocalyptic survival
Post by: Medicineman on <11-09-10/1708:20>
The main problem is that you're going to have magic being über-powerful, so it'd be hard to balance against that...

That and the number of hacker's going insane craving a fix. ;)

Magic being Über ?
Not with much more Background Count !

JahtaHey
Medicineman
Title: Re: Post-apocalyptic survival
Post by: Chaemera on <11-09-10/1923:06>
The main problem is that you're going to have magic being über-powerful, so it'd be hard to balance against that...

That and the number of hacker's going insane craving a fix. ;)

Magic being Über ?
Not with much more Background Count !

JahtaHey
Medicineman

Yeah, thought of that solution, myself. Post-apocalypse, just about everywhere would count as a Rating 5 or 6 Domain (Street Magic, pg 121, Domain Examples), you've got mass destruction and mass devastation on untold levels. Then, those rare "clean" areas are a welcome relief to your casters who are wondering why they took magician only to constantly be at a -5 DP penalty.
Title: Re: Post-apocalyptic survival
Post by: Chaotic Insane on <11-09-10/1925:06>
We're already used to a low-magic campaign. Our only mage is a truck driver for a living and can only make sessions once in a blue moon. I doubt me, dad, or Codac would care about just setting magic aside for this one, too.

And considering I keep distracting you from reading the matrix rules anyway, I don't think that's a major issue... >.> *whistle*

Given our party, I just think restricting the gear and changing the availabilities on the generic crap that becomes scarce in those situations (... like bullets...) would do a lot mechanics wise. There was some post-apocalyptic special thingymajigger on discovery I was watching one time that probably would have been much more of a help if I wasn't two parts sleep deprived and one part dead right now.
Title: Re: Post-apocalyptic survival
Post by: Codac on <11-09-10/2108:12>

Also... lot's a Hell Hounds would make Codac feel all safe and sound!

I hate you.

And post-apocalypse is always fun i was thinking the same thing actually since I'm a fan of the Shadowrun system. The only problem really would be balancing.
Title: Re: Post-apocalyptic survival
Post by: Usda Beph on <11-10-10/1100:19>
I mentioned to Chaotic that I would like to introduce you guys to CBT sometime in the near. I'd keep it simple (3025 tech aka lvl 1 rules) it'd be fun! ;)

Codac... :-* Hell Hounds!
Title: Re: Post-apocalyptic survival
Post by: Angelone on <11-10-10/1838:23>
I think it can be done with a little bit of tweeking. Wired reflexes and the like get replaced with something like VATS, magic gets modified somehow (have it become tech based maybe?). Less people, more ghouls and critters. If you have access to Harlequin's Back the cowboy themed quest could also work with the clockwork tech (wind-up sammies and such).