Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site brl-tgr.ARPA Path: utzoo!linus!philabs!cmcl2!seismo!brl-tgr!jeffh From: jeffh@brl-tgr.ARPA (the Shadow) Newsgroups: net.games.frp Subject: Re: frping in a post-nuclear world Message-ID: <186@brl-tgr.ARPA> Date: Fri, 26-Jul-85 09:51:04 EDT Article-I.D.: brl-tgr.186 Posted: Fri Jul 26 09:51:04 1985 Date-Received: Sun, 28-Jul-85 04:49:55 EDT References: <28700008@ISM780.UUCP> Organization: only the Shadow knows Lines: 79 > For those of you who are unfamiliar with the MAD MAX serials, the > stories take place in a post-nuclear-holocost Australia where people > and civilization have been somewhat reduced by the lingering effects > of fall-out and the scarcity of "modern" resources such as fuel for > your dune buggy (if your fortunate enough to have one) or ammo for > your pistol. As a result, the living conditions can often make the > Middle Ages look pleasant. > > To me, it looks like the perfect setting for some rip-roaring > FRPing. Me too. > a) Considering that such a game would be played with a > hodgepodge of technology, what combat rules would you use? > b) What [gaming/background] sources do you folks recommend? I'll answer these two together: Aftermath (FGU): This is one of the few attempts at making a good post-holocaust RP. It suffers from the same problem as most of FGU's other stuff -- rules overload. However, the game does provide the flexibility and wide technological range needed for such a campaign. It also has two modules available for (you guessed it) Australia. The first of these is quite interesting with a wealth of detail, some interesting people, but not a lot of plot (i.e. things to do). I would only try this game with an experienced gaming group, but we could have a lot of fun with it. HERO system: "What?" you ask, "isn't that Champions?" Well, yes it is, but if you use weapons and skills from Justice, Inc. and medieval weapons from their new fantasy game (don't own it yet -- my game store doesn't have it), you could put together most everything you needed for this campaign. This would be my first choice for most gaming situations. The most diffcult thing would be to create the world, but with all you experienced gamers out there, that isn't a problem, right? ICE system: One could also piece together a good world using Rolemaster and Space Master, although that might be a little harder, since those games have little emphasis on modern-day equipment (e.g. dune buggies). GAMMA WORLD: I only play this when I don't want a serious cam- paign, but it can be fun for comic relief. > c) How many of you think you would find such a setting > challenging enough to be played without magic? I find that gaming *without* magic is usually more challenging. After all, when you're dead, that's it. No Clerics to resurrect you or gods to reincarnate you. Magic in the hands of a novice is probably the fastest way way ever invented to unbalance a game. > d) ... what other literary sources might > be considered for defining the basic MO of this world? Well, only two of these follow *nuclear* devastation, but they are all end-of-civilization-as-we-know-it stories. ALAS, BABYLON by Pat Frank BANDER SNATCH by Kevin O'Donnell Jr LUCIFER'S HAMMER by Niven & Pournelle Operation: ARES by Gene Wolfe PRELUDE TO CHAOS by Edward Llewellyn the SURVIVALIST series by Jerry Ahearn (who? me? read serial garbage? Nooooo, Never!!) WORLDS APART by Joe Haldeman > (`: If I wanted you opinion I'd have beat it out of you! :') ooh, ow, argh! [smack, bang, thump] <-- simulated background noises "They were killing you ... with SHOES!?!" "Have *you* ever been hit by a flying Saddle Oxford?" the Shadow ARPA: UUCP: {seismo,decvax}!brl!jeffh