The Vault

Showing posts with label The Day After. Show all posts
Showing posts with label The Day After. Show all posts

Wednesday, December 20, 2006

The Day After: The Rough Scetch

My initial idea for the "official" background story of Road Warriors is not entirely unlike that of Games Workshops old boardgame/minigame hybrid called 'Dark Future'. In it, the world hadn't totally gone down the drains (although, in Road Warriors, it must go down the drains) but instead was more set in a pre-apocalypse era.

In it, roving gangs duelled out on the highways and interstates of a bleak and scarred America following a great ecological disaster (and possibly the lure of dark gods) and sets the tone for a rather classic cyberpunk backdrop. Following an act which allowed for the privatisation of the police, the world was quickly turned into Patrolled Zones, where the high and mighty could afford protection and the rest was reduced to NoGo's - areas simply left to the whims of anarchy and man's nature. It is this nature that I'll attempt to focus on in the setting of Road Warriors, although I will make certain bends to suit my need for Robots, Mega-Corps, Bikers, V8-Interceptors and possible Alien encounters!

Brave New World
It all started with a bang.
A bang in the 150 kilotonne range.

The worlds superpowers, or possibly even the MegaCorps finally went mad and launched an all out nuclear attack on, well, anything that moved really. Fortunately for the world, not a whole lot of the old nuclear arsenal was up to any good when it was finally fired - which left many areas unfried.

Unfortunately, the areas that got fried were all densely populated areas, leaving the death-toll to a staggering amount until there was nobody left who cared to count. People, at large, cared more for their own survival than the untimely deaths of others.

All over the world, people started to adopt a new cultural background, depending on how they survived, where they survived and in some cases, when they finally lost it. Most remote areas were not hit by the initial strike, nor one of the countless petty wars that sprung up in it's wake. In general, people went on with their lives, in these remote areas, as if nothing had changed. Oh sure, they wouldn't be able to get any hollywood blockbusters or even be able to surfe the Internet. However, they had a civilised way of life. Others, were not so fortunate, and had to live like maggots of a dying world outside of these fabeled Rad-Free cities.
This made for the following types of cultural backgrounds:

Civ's - Civlised people, at least, that's how they view themselves. They were lucky enough not to be targets of an inbound strike, and carry on living as they have always done - although at a lot more basic level than before. They consist mostly of larger cities who survived intact in a lush green country side and carried on doing their jobs, even though the state tumbled down.
They still have faith in Democracy, the old ways and the rebuilding of the state. Others like to think of them as naive, until they realize that the Civ's are the ones with all the tech - and they're not afraid to use it either.
They will more often than not, form small bands of officers and soldiers who will attempt to bring back some stability to the Wasteland.

Nomads - Often the by-product of truckers, bikers and others who drove wheels for a living, these people tend to care more for their vehicles themselves. They survive entirely by scavenging supplies, whilst others have set up transportation buisnesses, seeing as they are some of the few with the expertice and the will to travel the wasteland.

Scavengers - The bold few who dared to dwell in and nearby the cities where anarchy reigned supreme in the days following the Megadeath. Although they meek out dangerous and hazardeus lives in the Rad-Zones, they nevertheless supply the whole world with rare to find items of a time long forgotten, making them invaluable to the Bartertowns that have sprung up in and around Intersections and Key Locations for trade following the Megadeath.

Vaulties - The lucky few who managed to climb down and into the special Fall-Out shelters, constructed just in case of such an attack, have now finally ventured back into the Wasteland, prepared to terraform it and turn it into its former glory. But due to their highly technological advanced made during the Fallout, all other groups are really anxious to steal their technology, which makes them very weary as to who they'll trade with. However, they still need to know the lay of the land and will often send out scouting parties to gather intelligence on their sourrounding neighbourhood.

MegaCorps - Nothing, apparently, will make anything stop the juggernaut moneymaking machine that is the MegaCorps. Surviving in their own Shelters, they waited until after the Fallout to establish new and bold footholds on the scarred land. There are a number of MegaCorps still alive and active post-Megadeath, and they're always looking for new buisness ventures which makes them a rather common sight out in the wasteland.

Renegades - Mutant Scum and Wretched Villans - For every pro, there's a con. And in the world of Road Warriors, then there are those who just couldn't, wouldn't or weren't allowed to settle in their new-found culture. These are known, commonly, as Renegades and range from the overtly mutated scavengers who survived the purges of the Civ's or the disillusioned Vaulties trying to carve a new empire miles from their technocratic society they once belonged to.

That's it for now. These archetypical factions will not have any game-effect per sé but allows for players to adopt a team for their Road Warrior gang which should help a bit in constructing a gang. It was intended to keep it as free and open-ended to allow for player-creativity in their construction of their Gangs.

Personally, my gang (The Desert Rattlers) consists of Renegade Vaulties, fed up with the technocrats and are now out to gain a foothold and reclaim their old vault for themselves. In due time of course.

Next time, I will detail the actual powerstructure of the Wasteland, as well as some highlights on 'Caps, Highways and Law & Order. Till then.

Happy Gaming!

The Road Warrior: About This Blog

Or "What the hell does the title mean?"

Well, as the last post stated, then this Blog is primarily about Our Road Warriors campaign in Avalon (http://www.avalon.dk) where we're just gearing up for a campaign to test the Road Warriors Mod and see if there should be made any changes for the final 1.0 Version. We're even debating wether the mod should be renamed into "City Limits" to show the games heritage to No Limits. But for now, it's split down the middle, although I'm starting to rather like that name.

Anyway, enough about this - that'll be a post unto itself. You see, this post is to explain the posts on this blog, or rather, what each post is all about. To this end, I've divided all of the future posts into the following sections:

The Road Warrior - This section covers my own personal rants, musings and what not. This section will have fresh articles whenever I have something personal to say; something nice to say and, hopefully not too often, something to rant about. This section also covers the general history of the blog and might venture into other areas not associated with PA.

Warriors of the Wasteland - This section will cover all aspects of gang creation as well as gang ideas and possible highlights and spotlights on gangs from around the world. Each article will have a short backstory of the given gang, some future ideas, some pictures, and if they become notorious enough then it will also feature those gangers who have crawled their way from the Newb bottom to the Legendary Top.

Bartertown - This section will cover any new ideas which will, eventually, be implemented into a new version of the rules. This section will cover all those purchasing options that I completely missed in the current version of the Mod, and will allow for players to utilize these new ideas before they're put into the final version. Some items will, of course, be up for international playtesting before they are implemented into Road Warriors.

Whiteline Nightmares - This section is reserved for those players who want a little more bite out of their games. The idea is to cover the options for setting up a narrative campaign, with a GM who launches new and weird scenarios and ideas to the campaign - akin to the Arbitrator campaign system mentioned in Necromunda: Outlanders. This section will be full of GM tools such as Zombies, Road Blocks, Law & Order and a whole lot more.

The Day After - My vision for this section is to invent some sort of "official" fluff for Road Warriors. Although, I will never enforce any such use of fluff on any game out there but it is always nice to have some sort of framework to expand on. It's an entirely optional setting, but it might add a lot of flavor to your games - or help you create your own setting.

Land Scraping - A very basic article, explaining the various types of terrain out there and possible rules for the bits and pieces of terrain that I, the companies or others conjure up. It will also serve as a tutorial to add that Post Apocalyptic feeling to your gameboard.

Vault Dwellers Delight - A complete review section of all things Post Apocalyptic. Ranging from games, to books, to films and even possible choices for soundtracks or simply just music with some sort of post apocalypse feel; it's all gonna be reviewed here. Suggestions are more than welcome for reviews. Already I have a huge line up of EM4's figures as well as Urban Mammoth Figures planned for review.

Road to Avalon - And finally, this section will cover our weekly games down in Avalon. Here I'll post news from the games, gangs and the general going ons for our campaign. The section will be further broken down into various new areas such as "Battle Reports", "Avalon Weekly" a small newspaper for the campaign and whatever strikes the campaigns fancy.

So, with this lengthy introduction I hope you feel safe to check out the blog, and hopefully bookmark it for future use. As soon as I've figured out the whole labels thing, then I'll have everything properly archived on this blog for easy reference.

In addition, it's my hope to have this blog updated at least once per week, and if the tough gets going then my plans are for it to be daily updated, all subject to the whims of real life.

Happy Gaming!