Mark Damon Hughes RPG: Post-Apocalypse Plots [Parental Advisory: Explicit Lyrics] [about]

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   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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