PA-Setting

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Since I am again considering doing something related to PA this page will be used to solicit opinions from the players about what they want to see in a PA game. Obviously it will not be possible to implement everything, but I will do my best to integrate as many ideas as possible and make a game that is fun for everyone. If you have a contrary opinion to someone else, please share it. The first person to post is not right, necessarily. It is better to learn what everyone thinks than to have a harmonious posting love-fest.

Once I get a feel for what you guys want I will create a specific setting page for this game proposal. At that point things will be more set in stone, so get your voice heard now, while it still has weight! Do not feel restricted by the questions I have posed, if you have an idea which seems to fit within the given area of the page, by all means post it.

Please also see the system page where I discuss what I am trying to do, system-wise, and where you can shape that decision tree as well: PA-System.

Time Since Fall

One key aspect of the post apocalypse is the actual apocalypse. When was it? There is a possibility to do a game which occurs as the event does, or one where a majority of people remember the time prior, but that is not the same kind of game.

The main question here is, does anyone remember the time before the event? If so, how many do?

What condition is the prior civilization in? Do we still see giant remnants of the past, or have they all crumbled or been overgrown with weeds?

The Event

Do the players care about what the event was? Are you interested in a long term, overarching side plot where clues about the past can be gathered and stuck together? Is there a type of apocalyptic event you like or dislike?

Fantasy Elements

Some PA games are really a mixed up science fantasy. Some examples of this are Gamma World and Thundarr the Barbarian. The relevant fantasy elements for a post apocalyptic setting are mutations, psionics, ultra-tech, and monsters. What do you think of these things? Many of these things are only present in certain niche stories.

Tone

These elements often combine to determine the tone of the campaign, is it a light fantasy or a dark and grim struggle? The building blocks of this game will lean toward a struggle for many kinds of supplies, but the players views will factor in how the setting itself will be built.

Plot

Do the players enjoy having an overarching plot which is advanced through many sessions, or a more episodic approach, with discrete stories existing within a larger, loosely connected, framework? Do you like exploration, or setting down roots and attempting to rebuild civilization?

Theme

What will bind the characters together? Will you share goals, a past, or something else?

Equipment

What do you think of the random equipment? This is unlikely to be removed, but your ideas can shape how it is implemented.