I've always found post-apocalypse to be one of the easiest settings to bring players together and keep them together in. Just thinking about it, I threw together these tables. I'm not sure if I'm serious, but this seems to cover 90% of the campaign starts I've used.
- Problem:
1 Natural hazard threatening [TARGET] 2 Terrible predator threatening [TARGET] 3 Invading army (high-tech or low-tech) threatening [TARGET] 4 PC's exiled from home community; they must redeem themselves or they will be forced to find a new home or become perpetual wanderers. 5 Roll twice. Reroll 5's. 6 GM's option - Target:
1-2 Your community 3 A nearby community 4 An Ancient complex full of powerful artifacts. 5 Individual - a PC's family, friend, pet, intended mate, etc. 6 GM's option - Why should you do it?
1 They're* offering money 2 They're* offering artifacts 3 Prestige 4 They're* holding someone hostage 5 Better trading terms/payola to your village 6 GM's option * (the aggressor, the PCs' community leaders, a third party, you figure out who it should be). - What do we need to do?
1 Kill the opposition's leader 2 Prepare evacuation 3 Find special artifact (McGuffin) and take it to mount doom, er, an Ancient complex 4 Destroy artifact held by opposition 5 Negotiate peace settlement 6 GM's option - Theme:
1 Technology is dangerous and bad. 2 Technology is wonderful and good. 3 Strength and brutality will always destroy civilized people. 4 Cleverness and subtlety will always defeat barbarians. 5 Roll twice. Contradictions are permitted. Reroll 5's. 6 GM's option.
Last modified: 99Feb14
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