Showing posts with label apocalypse world. Show all posts
Showing posts with label apocalypse world. Show all posts

Friday, 8 February 2013

anatomy of an apocalypse - part 2

In part 1, we left things after a series of surgical nuclear strikes and civilisation reeling from ten years of nuclear winter.  Millions died in nuclear fire, millions more from fallout.  Famine claims the greatest number of victims.  Most supermarkets last nine days before food runs out in conventional situations (extreme weather or fuel shortage).  Panic buying is not uncommon.  Extreme situations yield food riots, laws against hoarding, rationing and military support of law-enforcement. Most survivalist food plans expire in five years, halfway into the decade without summer.

When the food ran out...
 
...all hell broke loose.  Rioting met brutal responses from armed police with military support able to fight a recognisable threat.  The more powerful civic leaders and military commissioned research regarding creation and preservation of food. Production was a top priority.  Farms had to meet intensive quotas.  Heavily guarded bio-domes and hydroponic warehouses use sunlamps to grow through the dark seasons.  This isn't the only option.  Evidence of cannibal communities is hidden by horrified civic leaders. 

Symptoms of kuru and amyloidosis are identified by medics.  Despite all the death, too many mouths need feeding.  Secretive purges of individual serial cannibals and growing cannibal gangs are led by pro-establishment brainers. Yet cannibalism appears in cities and rural communities. Food caches of MREs and freeze-dried goods are treasured secrets, used only in dire need.  Shifts from increasingly scarce food stores to sustainable food supplies means tightening belts.  Horror stories of cannibal cults led by charismatic leaders become more prevalent.  Society begins a slow-motion splintering.

Listen to the voices... 

The psychic maelstrom is a product of the millions of dead.  Yet pandemics claim equivalent body counts without forming a worldwide miasma of psychic energy.  And if they do, they're rarely as informative as this one.  So why are the dead so damned helpful?  Consider the gutting of a worldwide infrastructure due to the Cull's EMP and burning cities out.  Surviving engineers are kept busy.  Some rebuilding occurs and there is nothing like necessity to breed invention.

Satellites require significant investment and connectivity breaks.  Nanoscale networking is a different approach and worldwide production nodes may reconnect people.  Imagine a communicable personal nano-network linking you to the Internet.  Pre-Cull brainer tech like implant syringes or violation gloves (amplifying signal or rapid processing) makes this less of a leap.  The resulting noosphere mixed ingenuity and horror in the last two years of the Decade Without Summer.  Cryogenic stasis became a reality. Leaders of men and entourages enter bunkers to sleep away their troubles until the land is renewed again.

Introducing... the Burn.

So what stops satellite-assisted human ingenuity and the nanoscale Internet?  Irony demands a solar event. 2012 saw increased awareness of coronal mass ejection.  CME events reach peaks every 11 years. Heralded by solar flares, powerful CME events weave auroral displays, burn out satellites, disrupt electronic and power networks.  A global Carrington event electrifies power lines, phone lines and pipelines. Transformers blow, satellites burn out, electrified lines go down and fuel pipelines experience electrical fires.

Blackouts again and fewer engineers means longer downtime.  The noosphere dies and panic ensues again as electronic controls fail.  Eventually the nanoscale network reboots.  Things are different, inexplicable sensory impressions, voices whispering.  This glitch births the psychic maelstrom and over forty years, it transcends it's original form.   The gifted and strange attune to it.  Information is lost, corrupted or transformed into formats man was not meant to know.  Insanity spikes among noosphere users, what seemed salvation is risky.  Those with latent psychic ability become gifted.  Nobody knows how or why.

Colony collapse disorder

In the wake of The Burn, civilisation finally splinters.  Famine rears it's ugly head as the farms lose power.   This time, mere anarchy prevails.  Authorities retreat or are overthrown.  Holdings form at power stations, factories, hospitals and military bases.  Mirroring declines in bee population, people abandon cities after looting them.  Those who remain carve out niches.  Cannibalism, insanity and mutation - the last from exposure to environment, radiation, pathogens or psychic maelstrom grows more prevalent.

Sustainable farming and hunter-gathering becomes the norm.  Communities disperse or form around working power sources.  The adoption of biogas from waste products and traded generators means cars can run and electrical light is possible.  Communities shrink out of necessity.  Trade in oil, petroleum and gas still occurs. Money becomes meaningless - barter now makes sense.  In time, skills are lost and memories of the world before the Cull are told to children. The omnipresent psychic maelstrom whispers equal education and confusion.  Things get a little scrambled in the re-telling.

In the absence of government or corporate interest, infrastructure decays.  Roads crack, sewer systems and flood defences are compromised.  Those with skills effect small-scale repairs. Larger problems are left to fester.  In addition, culture begins to erode.  Magazine celebrities become archetypes studied by manipulators.  Savants and operators ply their trades. Names lose meanings in the struggle to live - those who die are remembered and sometimes eaten. Fifty years after the bombs exploded, this world is bleak.

You are here.

Monday, 28 January 2013

anatomy of an apocalypse, part one

Apocalypse World.  Helluva game, as has been remarked by various people.  Having recently run a six-session game for new players, here are some setup experiences and points on the learning curve from the group (myself included).  I prefer recaps and summaries to actual play reports, some play decisions will creep in here as they reflect learning points.  The nature of the apocalypse is open-ended and this is one of the first decisions an MC needs to consider.

The rules imply certain common elements.  It's fifty or so years after the event.  Burned-out cities, a night sky of murky twilight, scarce food and water, fear and ignorance as the norm.   Society is broken down gangs cleave to personalities or holdings.  No Internet, working electronics are precious, bullets and fuel are still plentiful.  Cultural identity is annihilated, names have lost meaning.  In the ruins gifted individuals survive and bond.  The psychic maelstrom whispers secrets and lies to the strange and desperate.  High technology enhances psychic abilities yet little working infrastructure remains.

Choose your own damn catastrophe

The book refers to burn-flats, suggesting to me nuclear exchange.  You may prefer asteroid strikes, runaway virus, esoteric rapture or alien invasion.  Knowing how things got so bad means backtracking to identify the nature of the catastrophe.  The vast majority of characters won't have been around when it happened.  And if someone wants to play a grizzled bad ass, one question you must ask is "How did you escape the apocalypse?"  Open questions are key to a good game.

The footprints of the disaster are useful.  They help identify threats, give context to fronts and flavour for moves against the player characters.  Crossing a burn-flat, irradiated water, decontamination rituals by cultists and packs of mutants are fair game.  Fleshing everything out isn't desirable but a cheat sheet of ideas will help with session prep.  As MC, you'll have questions to answer yourself.  In the first session (and after), players will provide plenty of ideas.  Incorporating them into the game makes for a better game and gives them investment into the game too.

Deciding what the hell happened. 

I thought about The World Before.  Like our world but with brainers armed with high-tech - a setting worth investigation.  With the number of cities and megacities, the body count would be immense, a cull of humanity.  Research on this topic and sites mapping a nuclear explosion on Google Maps gives you a point of reference.  To reduce the population to those levels might need a nuke in every city with a population over, say, 1 million... roughly 500 cities.  So where do you find 500 nukes?  Not as hard as it sounds.

A simultaneous nuclear strike in every major city would shake the pillars of civilisation without worldwide annihilation of life.  These surgical strikes would prevent other nations taking control until nuclear winter sets in. The initial destruction and the following consequences are sobering reading.  Reading around the TTAPS study and supplementary research, I chose 340 kiloton devices.  Seeing the words cull of humanity in my notes, suddenly a conspiracy trying to control world population who get it horribly wrong appears - motive and method.  Now to work out the opportunity and events from The World Before to The World After...

Introducing The Cull

On the 5th November, 500 simultaneous nuclear strikes rip out the heart of every major city.  Millions die instantly, world stock markets shatter with telecoms and media hubs gutted by EMP, firestorms and gamma radiation.  Plumes of smoke, irradiated dust and carbon are borne aloft.  Some falls as black rain.  Some enters the stratosphere, sowing seeds of nuclear winter.  Fallout scourges metropolitan areas and nearby cities driven by prevailing weather.  Civic infrastructure screams, buckles and shatters.

Civilian complacency is rewarded by rolling blackouts and hastily-invoked contingencies.  Those who can flee, those who can't either barricade themselves in or riot in the streets.  Governments reassert control despite collapsed markets, catastrophic damage to population centers and crippled infrastructure.  Rural communities face a 'golden horde' of looters and refugees, military units are mobilised to keep order.  In some countries, martial law is imposed.  In others there is insurrection.  Political instability, aggressive stockpiling and public dissent increases.

A manifesto is released via multiple channels, justifying the strikes as preventing an overpopulation crisis.
The conspiracy is swiftly hunted down and dismantled.  Interrogation combining conventional and psychic means reveal extensive conditioning.  Copies are adopted by fanatics and demagogues.  As the month comes to an end, radiation poisoning claims more lives.  Economic negotiations are convened and fail to rebuild the markets desperately needed to supply food to the cities.

The Decade Without Summer

Then winter bites down hard.  Stratospheric dust opaque to infra-red but not harmful ultraviolet radiation shades the Earth from sunlight.  With targets near the equator, both Northern and Southern hemispheres experience chilling weather, spoiling harvests.  Black snow and ice storms wreak havoc.  The Northern hemisphere loses sunlight through the first winter, the Southern hemisphere has overcast days with searing ultraviolet light which blinds and burns unprotected animals and humans alike.

Multiple bombs detonated in Brazil, Africa and South East Asia punch holes in the ozone layer and chill the oceans further.  Hemispheric separation of wind currents means the Northern hemisphere bears the brunt of the winter.  Spring, such as it is, is worse.  Ozone depletion increases due to reflected sunlight heating stratospheric nitrates.  Agriculture is decimated, lack of sunlight and cooler temperatures leads to widespread famine.  Deaths follow after, stories of food riots and cannibalism are suppressed by remaining governments.  The next five years, global rainfall decreases by 10%.  The winter lasts for ten long years.

After a decade, enough dust has fallen out the sky for the worst to dissipate.  Lasting temperature drops of a few degrees centigrade worldwide remain by the time the players play.  The ozone layer is damaged so UV exposure is a threat.  Food and water are scarce now and millions have died of famine.  We have another forty years to work out.  Questions about the psychic maelstrom, whether civilisation would survive the decade without summer, how things got from here to The World After still remain...

Wednesday, 29 September 2010

with a whimper - review: apocalypse world

Apocalypse World by lumpley games.

Metric: Doomsday clocks.  The use of this image as a health track and for other game elements is one example (of many) of how this game uses design to devastating effect.  It's more conducive than six boxes and Apocalypse World (AW) is chock full of details like this.

Summary: 5 doomsday clocks.  It's not often you read a game that will change how you play RPGs.  While the collaborative nature of story gaming may not be for everyone, there are adaptable ideas - the use of fronts (collaborative threats defined by plot/character relationship arcs), choice- and question-driven interactions, stakes and charged situations can be applied to established games to take them in new directions. This game deals with mature themes and includes sexuality (implicit and otherwise) with survival in a broken world.  Those looking to re-create games in the spirit of early Mad Max, Book of Eli, The Road, The Stand, Earth Abides or The White Plague will find lots to enjoy.

Contents: 5 doomsday clocks. AW is densely packed with innovative content and evocative language.  The design of it shows considerable thought and how effective monochrome is at evoking mood.  It has it's own voice and this shines into how a master of ceremonies (MC), the AW games master interacts with players from the first session to the end of the game.  A series of player moves (basic and specific to roles) and MC principles and strategies enable improvisational play, cheat sheets for fronts and individual playbooks for the roles facilitate planning and juggling this may be intimidating for those unfamiliar with this style of play.

Troubleshooting options for moves are available to help you and your players differentiate between them.  That said, once you familiarise yourself with the methods, the learning curve slackens and you find yourself looking at the game and thinking about how cool it would be if (insert situation here).  Of particular note is the MC love letter, which presents a choice-based decision process, where benefits and consequences are woven with player-provided names and backstory.  Some players may balk at the additional work (and grumble until they get a killer scene) but for email, forum or blog-based games, this format seems ideal.

Layout: 5 doomsday clocks. Monochrome and simple, section artwork is redolent of good parts of the old World of Darkness, like the game itself, it focusses on characters. The only complaint is that the PDFs lack bookmarks - a minor problem mirrored in a lot of PDF products. This is a relatively minor caveat and overall the design and style of the book is quality stuff.

Support: 4 doomsday clocks.  The game is well-supported by it's website apocalypse-world.com including the wonderfully named Barf Forth Apocalyptica forum.   Playbooks, character sheets and planning sheets for first sessions and fronts are available.  The feeling is that more is coming - given the buzz from ChattyDM and Gnome Stew who have both identified how versatile the principles in AW are - it would be surprising if this game fails to endure. There's plenty of noise about Apocalypse World - deservedly.  Vincent Baker is one of the more accessible designers from the Forge and the post-apocalyptic vogue that's hung overhead like hungry buzzards for the last couple of years is a potent setting.

I'm particularly struck by the resonance with early World of Darkness only with better editing, practical advice on developing in-game relationships between characters and without metaplot uber alles. The game begs to be hacked and a profusion of variants can be found on the forum. The book is as much a toolkit for deepening character development and interaction during play as a game in it's own right. In conclusion, this game will elevate your roleplaying - think of it like going to the gym.  Some temporary discomfort and self-consciousness but soon you'll be doing things you hadn't even believed were possible.  You can acquire your copy from the Indie Games Unstore and PDF fans may want to consider the lumpley games bundle for your device of choice.
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