Jords
Hi, welcome to Playtonics.3s
I'm Jords.
Rocky
I'm Rocky, and this is the show where we break apart bits of fiction into their constituent bits and put them back together as something that you can just sit down and run at your role-playing game table.20s
This month, we are taking a look at what happens after it's all over, because it turns out it's not over after it's all over.30s
In fact, there's rich loam, a rich storytelling loam that lives in the space between this civilisation ending and the next one pulling itself up by its bootstraps.43s
This app we are going to dig into the extremely fertile.48s
Some would say even overdone genre of post-apocalyptic fiction.55s
And I feel like this was a lot more popular a few years ago when it was fun to fantasise about things ending.1m 1s
And I feel like it's had a little bit of a, maybe a little bit of a, what's the opposite of a resurgence?1m 7s
in the last, an unsurgence, in the last few years as the real world has gotten more grim and it's no longer fun to fantasise about things falling apart.
Jords
Desurgents, unsurgents.
Rocky
But that's what we're here to do today.1m 22s
We're here to talk, here to talk post-apocalyptic.
Jords
It's a very broad genre.1m 27s
There's a lot that can fall into the post-apocalypse, and it really depends on whose point of view we're talking about. A while ago, you actually recommended me a podcast that is a dude talking about civilisations that have gone through apocalypses.
Rocky
Oh, yeah, full of civilisations.
Jords
Yeah, great podcast.
Rocky
Yeah, the 1st one, which is about like what happened to Britain after the Romans left, is just like, it's the kind of nonfiction that makes me want to play a role-playing game in that setting.1m 58s
It's incredible.
Jords
I think it, the podcast as a whole kind of gives me a little bit of hope because there's a lot of episodes of civilisations that have been apocalypse, and we're still ticking along.
Rocky
Yeah.2m 12s
We're still here.2m 13s
Someone will be there, you know, after we're done.
Jords
Like, yeah, it's a very relative frame of mind as to when the end is.
Rocky
Yeah, very philosophical.
Jords
So I think it might do us a little bit of help to put some boundaries on what that end is and what the scope of the post after the apocalypse that we're talking about is.
Rocky
I mean, I think there's there's some some really obvious ones that we've kind of touched on already, which is, firstly, it's not during the apocalypse.2m 41s
It's post.
Jords
Hmm.
Rocky
So we're not doing a disaster movie.2m 44s
It's also not Planet of the Apes, which spoilers, was Earth all along, but we're not so far.2m 51s
I know, right?2m 52s
It's not so far in the future that like something else has grown up that is like equally complex and sure there are ruins of the the ancient civilisation that was us, but there's there's an equally sort of burgeoning one that has sprung up in its place.3m 8s
So it's not.
Jords
So distant in time that we've kind of lost the connection to this frame of reference here and now.3m 14s
So, like, we've got a, we've got a middle space to work in there, right?
Rocky
Yeah.
Jords
Not when it's happening and it's not when it's all done and dusted and something new is growing up. We want to do it in that space.3m 27s
Like, I'm thinking within a couple of months to a couple of generations after the event has occurred.3m 34s
Like, the memory of this civilisation that we ostensibly care about, I guess, is still fresh in like living memory, I think.
Rocky
Yeah.3m 45s
Yeah, I think that's really the important bit is like whether it is the grandparents in the encampment, telltales of the before times because they were there, or it was, you know, 6 months ago and things are just really beginning to pull ourselves together.4m 1s
You know, we've been camped out in a shopping mall for 6 months, but it's time to venture forth, like, either way, the before times are still in living memory, there's still lots of stuff from the before times around, and, you know, it's still very much relevant, but they are also the before times, and there was a, there is a before it and after, and it's now very much after, and it's not during.4m 26s
It's like it's after.
Jords
We're in the hangover period.
Rocky
Yeah, there's been a little bit of a like, a little bit of a reestablishment of some sense of order and maybe that's not, it's a very fragile order.4m 40s
It's a very temporary order.4m 41s
It's certainly not built back up to what we would call civilisation yet.
Jords
No, but there's a rhythm of life in the survivors.
Rocky
Yeah, and it's it's gotten to the point where it's uh, the apocalypse has gotten boring, right?4m 58s
Like the daily grind of like waking up and tending the vegetable patch and checking all the, you know, border fences has become boring.5m 9s
The day-to-day excitement of things collapsing has kind of worn off.
Jords
Yeah, now now we're back into rosters and compliance checklists.5m 23s
Making sure there's food.5m 25s
Yeah, we're we're on the higher tiers of Maslow's hierarchy of needs.
Rocky
Yeah.
Jords
We're no longer just down at the bottom one where we're like, food shelter, let's go.
Rocky
Yeah, and then, right?5m 38s
Like...
Jords
Wait, are you going to tell me that this is this is not going to last?
Rocky
What?5m 45s
Yeah, I mean, the whole point of reestablishing some sense of order is so that we can immediately disrupt it.5m 52s
Uh
Jords
Like, I think this is a really good point.5m 56s
I remember in my early GMing days where it's like, I'll just start in the middle and be like, my players don't care about anything.6m 4s
This is a bummer.
Rocky
Yeah.
Jords
There's no disruption because they never had anything to disrupt, but establishing some sort of cadence, very helpful because then, when the situation changes again, our people will feel that sense of loss and want to protect it.6m 22s
The psychology of loss aversion.
Rocky
Like, basically, yes.6m 28s
Yeah, so we've had everything and nothing new has yet begun, we're awkwardly in between.6m 36s
Things have settled down a little but not properly stable.6m 39s
They're only in perhaps what we'd call a local minimum or a local maximum.
Jords
Temporary equilibrium.
Rocky
A temporary equilibrium, but not a not a full or such nerds.
Jords
Things aren't as stable as we want.6m 55s
They quasi-stable.6m 56s
They're good enough for now, but the situation is about to be disrupted and a new status will have to become quote.
Rocky
Yeah.7m 3s
Yeah, exactly.7m 4s
We can delve into, I guess, a bit what that looks like in a sec, but before we get too much into what, yeah, what those shapes of things actually look like, what are your, what's your, like, reading list?7m 17s
What's the stuff that inspired this or that we've distilled this from?7m 23s
Because I feel like we've both probably got different answers and have arrived at the same.
Jords
Look, I started making a list of just things that I've consumed in the last like 20 odd years, and it's enormous.7m 36s
There is so much in this space. And some of these things do verge on the, the, like, too immediate.7m 43s
Some of them are too late in the piece.7m 46s
Some of them are right on the money.7m 47s
But let me run through it real quick.7m 49s
Movies.7m 50s
I've got 28 days, weeks and years later.7m 53s
Zombieland, Greenland.7m 56s
Greenland too.7m 58s
Uh, 12 monkeys.8m
Children of men.
Rocky
Children of, oh, children, that's an interesting one.8m 6s
I would argue that is, what do we say when something is in the middle, like peri-apocalyptic?
Jords
Yeah, it's.8m 14s
Uh, it's a cusp, right?8m 17s
Like, it's it's a slow decline that we know is happening.
Rocky
Yeah.
Jords
I think the vibes, like the movie begins in the city of London.8m 24s
Things are pretty normal, but I think as they progress further out into the sticks, that's when it starts to have a lot of the tropes of the other post-apocalyptic media. I got one that really does inspire me.
Rocky
Yeah.
Jords
It's 2 songs.8m 40s
Tech noir by gunship and wait for it.8m 44s
Technoir 2 also by gunship.8m 47s
These 2 songs carry such heavy world building in there.8m 53s
The opening monologue is by John Carpenter.8m 57s
They are incredible synthwave songs in and of their own right, but I think that just lends them a little bit more credence.9m 2s
And in that, like, 92nd window.9m 6s
I think you can pull heaps of themes for a post-apocalyptic setup in there.9m 11s
Just the list is enormous.9m 14s
It just keeps on going.9m 15s
There's one that I actually 2 that I think are really good.9m 20s
One's a very contemporary example.9m 21s
It's the 28 years later, the bone temple.9m 24s
I think does a really good job of nailing it.9m 26s
And the other one is a cult classic, Reign of Fire.9m 32s
Have you seen?9m 34s
It's from the...
Rocky
I have not seen.9m 36s
I've actually not seen either.
Jords
Oh, really?9m 38s
Okay, great.9m 38s
Then this is going to be fantastic.9m 40s
Listeners buckle in.9m 41s
Wait until I tell Rocky all...
Rocky
Tell me about 28 days later, sorry, 28 weeks, 28 months, tell me about 28 latest.
Jords
Years. 28s later.9m 52s
In this one, the thing happened.9m 55s
It's effectively zombies.9m 57s
The rage virus escaped 28 years ago and Britain is just ruined.10m 2s
Like, it's cooked, but there is a small community that has, uh, they're not welcome back into the outside world, but they have a little island that when the tide is right, there's a sandbar that connects it to the mainland, and that's how they kind of keep their quarantine zone.10m 19s
But scavengers still go to the mainland to scavenge medical supplies, um, like effectively old world tech.10m 30s
But the funny part of this one is that the rest of the world is fine.10m 33s
They just don't like any of these infected people possibly coming near them.10m 39s
It's just for the folks of Britain that the apocalypse has happened.10m 44s
Yeah, more plot occurs, I won't spoil that.
Rocky
interesting.
Jords
The other one, Rain of Fire, I think, is great. It's so trash.10m 53s
It's Matthew McConaughey and Christian Bale, and dragons came up out of the ground and conquered the world.11m 4s
And now we live in a fiery Hellscape.
Rocky
Okay, that's that's a new that's a new...
Jords
Where Christian Bale is trying to, like, he's the defender figure, the leader of his little settlement, and, you know, every year things are getting a little bit worse, and then Matthew McConaughey, the American military guy comes along, and he comes in and disrupts the status quo with a like, we're here to hunt the big dragon.11m 30s
If we kill that one, all the others will die.11m 32s
It's great.11m 35s
Right.11m 36s
Those are my two.11m 38s
We'll get into the why I think they're really good examples of this type of fiction after you share yours.
Rocky
Okay, so mine are mostly books, because as we both know, I can read.
Jords
Big nerd.
Rocky
I mean, I think the one that you would be remiss not to talk about, or at least not to mention, is the road by Cormack McCarthy, which is grim.
Jords
Yeah, I actually have not read that on purpose.
Rocky
Yeah.12m 4s
I think that's wise for a lot of people.12m 9s
I really enjoyed it, but it does not end pleasantly.12m 14s
Station 11, I think, is an interesting one that follows a band of like travelling performers, who put on plays, I'm pretty sure it was Shakespeare's been a few years since I read it.12m 28s
But it's kind of like this, like we're keeping this knowledge from the before times alive, but in a very old school kind of a way, and that gives them their, I guess, excuse to wander around and see things and people join the group and leave the group and this kind of stuff.12m 45s
I think the other one that I, again, a few years since I read it, but really sticks in my head as a, like, an icon of the genre is The Postman by David Brinn, where a bloke who has been happily living his one-man survivor life for years in a shack in the woods, stumbles across the uniform of a United States postal service worker.13m 14s
Uh, complete with like hat and mailbag, and he puts it on, and then initially just to stay warm because it's a quality jacket, one assumes.13m 23s
And then wanders across post-apocalyptic America and people start giving him mail and they start telling him like, oh, I heard a rumour that like, you know, there's still people alive at this place and like, can you see if, you know, there's anyone that I, if you can find this person who I knew from before in this place, like, can you give them this letter, can you let them know that I made it?13m 47s
So people start like giving him letters, um, and he sort of noodles his way across the US, delivering mail, and, you know, at a certain point, I'm pretty sure he's like, I'm not, you know, I'm not actually a poster worker.14m
I was like, yeah, we just, we all know that you just found this on a dead guy, like, but we all kind of just wanted to believe for a 2nd that the post office was still working, and so it becomes this thing where like,
Jords
You're still delivering the mail.14m 15s
So that kind of just makes you a postman.
Rocky
Yeah.14m 18s
I think there's others as well.14m 20s
I recently watched A Quiet Place, which is like, again, it's kind of kind of post-apocalyptic, but mostly a horror.
Jords
Mm-hmm.
Rocky
I would characterise it as, um, I am legend, never seen the movie, but I've read the book.14m 31s
That's a classic of the genre, has vampires in the...14m 37s
interesting.14m 37s
Day of the Triffords, another one where it seems to just bad things happen to Britain.14m 43s
But I think, yeah, the one that you mentioned that I think is, again, parodies, I think are really good at showing us where the tropes are because they make them really obvious.14m 52s
And I think Zombieland is has a lot of classic bits.
Jords
Mm-hmm.14m 58s
Straight up points them out in the title sequence.
Rocky
Yep.15m 2s
Yeah.15m 4s
So these are our, this is our, like, the bones that we're gonna put into our stock and boil down.
Jords
Our mood board.15m 13s
Yes, and we will filter out all of the bits that we don't like and instead have a delicious, rich juice from which to make them, which to make a game session.
Rocky
A broth.
Jords
All right, what flavours are key to your broth?
Rocky
So if we look at all of the stuff that we have talked about, the fiction and nonfiction alike, there is kind of a pattern here, which is that, as we kind of talked about, a little bit of order has sort of reestablished itself, there's a little bit of stability, and then something happens to kind of disrupt that, and that can take a couple of forms.15m 52s
And then after that disruption, we are back on essentially on the road. Because I think really what we're trying to do in these bits of fiction is we are trying to take a road trip in quote marks, but also often literally across the post-apocalyptic landscape and a lot of the joy in for us as viewers or readers is in like seeing these familiar things become decrepit, become dangerous, to see how different types of people have adapted, to see the different ways that people might survive, to, I guess, get really philosophical, like what are the trade-offs that you make to survive.16m 43s
You know, some places will not go back on their morals, but it means that they, they have to be really brutal about like, you know, not letting people into the community because like we only, we can only let people in if they have enough, have enough food for them and other places will go into like slavery.16m 57s
So we've got this whole interesting, like, what will these various communities and survivors do to survive?17m 2s
But really what we're doing is taking a road trip across our destroyed landscape. And so we need a couple of things for that.17m 16s
We need some kind of like inciting action, I think, we need something that is either going to push our heroes out of their comfort zone or pull them out.17m 26s
Um, so either, you know, zombies finally break into the community and it's all over, um, and we're on the run again, or I heard a rumour that over the, like, over on the other side of the lesbia reel, usually the US, somewhere on the opposite coast of the US, there is a cure, a, you know, someone has reestablished the federal government as delivering mail again.17m 53s
We're just looking for the last Twinkie.17m 56s
Like, again, I think that's just a really beautiful, like, it's always looking for something and in Zombieland, it is the last Twinkie.18m 4s
Like, it doesn't have to be this huge thing, but something is either pushing or pulling our protagonist out into the world, and then most of the content of the, you know, thing that we're watching or reading or listening to or playing is not in our cosy little safe zone.18m 22s
It is out in the world.18m 24s
So I think that's broadly the structure that we're following is like, we're at home for just long enough to feel like we would miss it if it went away and then it goes away and we're out, you know, in the real end of the world.
Jords
Like.18m 35s
Yep.18m 38s
I think that hits a lot of the things that I I would have chipped in with as well.18m 42s
Like, the I would prefer a push rather than a pull.18m 47s
I think a push is just much easier to spur characters to action, where it's if you don't do this, bad consequence will happen.
Rocky
Hmm.
Jords
Whereas a pull is more of the intrinsic like, I want to go to there.18m 59s
But it relies too much on the characters.19m 3s
I like to be able to like put the boot in where I need to.19m 6s
I think there's also opportunity there.19m 9s
Like you're leaving home, but not necessarily packing everything up.19m 14s
It could be something like your loved one has fallen ill and you need to go trek into the big city to find what was once easily available medicine.19m 26s
That classic example would be like diabetes.
Rocky
Mm.
Jords
You just need insulin.19m 31s
There are there are fridges full of it back in the city.19m 34s
So now you have to go trek back out of the safe zone into the thing.19m 38s
Like, I really like the, like, rather than the grandiose, there is a cure somewhere else.19m 44s
I love the really human element of there is a thing that was once abundant and is no longer, a thing that could only be made because of the division of labour on a scale orders of magnitude than what's possible.
Rocky
Mm.19m 59s
I think this is literally, is it, is it Tallahassee?20m 3s
Like, this is literally his line that his little speech about Twinkies.20m 7s
He's like, you have this, this Twinkie, like the Twinkie is the end product of like an entire industrial base and like factories around the world.
Jords
Yeah.20m 14s
Supply chains were devoted to this.
Rocky
Yeah, like I think he literally does that speech in the movie and he's he's right.20m 21s
Again, it's just funny to hear it applied to a twink.
Jords
Yes. Now, one thing that I think we have skipped over, but I think lays important groundwork here, one of those like very bottom layer of the pyramid things, is we have to decide what our apocalypse is, and I think there's like a couple different ways you can skin this, but the one that I'm going to lean on here is apocalypse that have agency versus ones that don't.
Rocky
Mm.
Jords
So when we're going through the ones that don't, that's the bombs have fallen.20m 57s
The plague has spread.20m 59s
Something that's environmental that doesn't have agency makes it a little bit trickier to have an interesting push beat on demand.21m 9s
Something that kicks the story along on demand.
Rocky
Mm.
Jords
The movie Greenland tries to circumvent this, where the whole point of the movie is the characters need to get to Greenland to get under the bunker because the comet's about to come down and hit.21m 24s
Only it's not one comet, it's a whole bunch of little ones.21m 27s
that always are hitting wherever the characters are just at this very moment.21m 32s
And there's only so many times you can say, oh no, it's morbids of comet incoming before everyone's like, all right, my disbelief has no longer been suspended.21m 42s
I'm just I'm just fully disbelieving now.21m 45s
The other category of apocalypse is things with agency, which are your zombies.21m 50s
Your rage virus, your aliens, your robots, like all of those things that can make a choice to come hunt you down and that you can like, you can trigger if you do things wrong.22m 5s
And I think that makes for a more fertile ground for the types of encounters we can lay down.
Rocky
Yes.22m 12s
So I think when you, and I think this is a matter of taste, I think, as a matter of choice.22m 17s
When you make the enemy, aliens or zombies or whatever, then the focus will very much become that thing avoiding that thing fighting that thing.22m 28s
It's it's fighting aliens, killing zombies, avoiding the robots, like, and that's great.22m 34s
It's great action fodder, but it does mean that you are pulling oxygen away from some of the more subtle.
Jords
Social aspects.
Rocky
Right.22m 44s
The more subtle stuff, which is like actually the most dangerous thing on the road is another survivor who wants the cans you have in your bag.
Jords
Yeah.22m 51s
They want your beans.
Rocky
Like.22m 52s
I think at one end you've got zombieland where it's like, the, the zombies look like, you know, prop zombies, because they are, and at the other end you have the road where it's like, okay, everyone has, has died, and the only thing out here that's going to kill you is another person.23m 8s
They will murder you and your child to take your can of beans.23m 12s
Like, you have a spectrum there, and I think there are reasons you might want to play with the more natural disaster side of things because actually, like, or the more,
Jords
Yeah, the only kicks that you have then that you can put on demand are another person on the road.
Rocky
Yeah, but then every single one becomes this like fascinating social negotiation of like, do we trust them?23m 37s
Do we trust them initially, but then they betray us.23m 39s
Are we going to betray them?23m 40s
And so on is so outwards for all of the communities that you come across.23m 44s
Do they actually want you to join?23m 46s
Are they just trying to like bring you in to use you as slaves?23m 48s
Like, you actually get to explore what happens to people after the end rather than it being about fighting zombies? And I think there is some merit to that, but I think it's a matter of taste.23m 58s
I think there are reasons to do both.24m
I just don't think we should completely write off the the natural disaster.
Jords
No, you're right.24m 6s
It should be mentioned, but also I don't want to do one of those ones because it's too real.24m 12s
Right, so that gives us that backdrop, that foundational layer.24m 17s
And then when we overlay, we have moment of temporary stability, and it's upset because of some sort of a push.
Rocky
I do think it's important to point out that we are explicitly not doing a settlement management SIM here.24m 33s
We are not playing fallout shelter.24m 35s
We are playing fallout, right?
Jords
No, this is not cosy apocalypse.
Rocky
Like, Yeah.
Jords
This is not happy homestead.
Rocky
Exactly.24m 41s
It's tempting to do that, but I'm going to blow your mind here.24m 43s
If you want to play that, you should go play the quiet year.
Jords
I thought you would hold out a little bit longer before you pulled that card.24m 52s
Pun intended.
Rocky
But I think this is the point to talk about it because it's not that.24m 57s
There is a perfect game for that and you shouldn't try and do one in the other.25m 1s
Okay, that without out of the way.
Jords
Yeah, absolutely agree.25m 5s
Right?25m 6s
Which strong implication there means that our characters should be people driven to action.25m 12s
They should have ties to the community and want to leave it to protect it.
Rocky
Okay, so the world has ended.25m 19s
We've got our little island of stability, but we've been pushed out of it into the big wide world, then what happens?
Jords
Then we get to go through the slideshow of how the apocalypse has changed our familiar places.25m 34s
What I would want to see out of this and is something that is often replicated in all the different types of post-apocalyptic media is I want to see the different philosophies of other settlements.
Rocky
Mm-hmm.
Jords
I want to see the familiar skyscrapers in ruins being reclaimed by nature with the after effects of whatever our chosen apocalypse is that's happening in and there. And I want to have the key moment of look at how convenient everything used to be.
Rocky
Mm-hmm.26m 3s
Yeah, I think that there's an interesting essay to be written that is not the topic of this podcast that is post-apocalyptic fiction is an exercising gratitude.
Jords
Yep, in this essay, I will.
Rocky
But yeah, you're right.26m 19s
It is a like, I think slideshow or like edging into montage of like interesting ways that things have fallen apart is kind of our meat.26m 32s
Of the plot.
Jords
And I think it's why we keep reading and watching more post-apocalyptic things as someone comes up with, oh, there's this clever thing that would happen with this bridge in this situation.26m 45s
I'm going to have a scene just about this bridge.
Rocky
Yeah, and I think the implicit part of that is the challenges that those things represent like, again, once that, once there is no electricity, automatic doors are a huge challenge, right?
Jords
So mundane.
Rocky
Like.27m 1s
Right?27m 2s
And so we get to turn these like mundane things into interesting challenges, kind of the way we did with when we talked about Toy Story.27m 11s
It's like being small makes things that are every day into big challenges.27m 16s
I think there's a big opportunity here to be like, well, I'm going to take a walk around my neighbourhood and like, 1st of all, maybe appreciate the fact that my neighbourhood is not very walkable.27m 24s
And so suddenly this becomes like an unpleasant trek with nowhere to stop and rest.
Jords
Nowhere to hide.
Rocky
But like,
Jords
Like, do you do live on a street that has no trees or obstacles out the front of houses?27m 35s
There's nowhere to hide if the bad thing comes along.
Rocky
Yeah.27m 39s
But then on the flip side, right, like our locks on our houses depend solely really on the social contract that we don't smash windows and like, okay, well, suddenly houses are not the safe hazens that we're kind of used to thinking of them as because they've all got great big, you know, glass windows up the front and that's just too easy to smash through.28m 1s
So, like, what actually does shelter look like in this scenario?28m 4s
So there's there's all of this interesting stuff you can pull out just from like, all I did was look out the window, right?28m 9s
Like, the street, the houses, all of this stuff becomes fodder for you to try and like, see how it would break or work differently if the society and all of the stuff that comes with the society, you know, the infrastructure, the electricity, the, the, the services all stopped being there.28m 30s
It's like suddenly the world is not such a liveable place.
Jords
Yeah, that's what I want.28m 36s
I want to contrast the scarcities and abundances, and I think this would be a very easy tie.28m 42s
If you haven't played a quiet year, you should play a quiet year and just steal some of the concepts there for world building.28m 47s
Scarcities and abundances are one of the most influential things I've taken from that game of what is our community scarce in? And the answers are typically fresh water, food, arable land, medicine?28m 59s
And what is the world abundant in in different little pockets?29m 4s
And that's where our adventures should probably take place.
Rocky
Yeah, so there's an interesting thing you can do, which is that you play the quiet year, and then you leave the, you have your characters leave.29m 21s
that kind of is your like world building set up kind of session 0 because you can get through.29m 27s
And then everyone does have a shared understanding of the community and a kind of a tie to it.29m 31s
So don't even just like play it to think about post-apocalyptic vibes, play it with your players and then.
Jords
and then zoom in on the action.
Rocky
Turn that into your world that you're playing in exactly.29m 42s
Yeah, so I think the environment, environmental hazards are one really big thing that we see a lot of in the media, and that's how, like, yeah, that is exactly what you're talking about, is like what happens when the bridge isn't maintained, what happens when the supermarket, you know, runs out of power and food.29m 59s
Like, I think the other really interesting thing that is going to crop up on it.
Jords
Mm-hmm.
Rocky
Whether they are other individual bands of survivors like yourselves, whether they are like individuals who you might be hostile with or invite to join you, who might betray you and run off with your stuff once you've accepted them into your group, whether they are representatives of larger communities that each have their own kind of ways that they have adapted, their own abundances and scarcities, their own hard choices that they've had to make.30m 36s
Actually, I think another really interesting piece of media to look at in that context is frost punk.30m 42s
Where every, every policy that you choose is like there is a good thing that you can do, like you can choose.
Jords
Mm.
Rocky
It's like that there's some kids here.30m 53s
Do you want to put them in school so that they can become engineers, which does have like a long-term payoff, or you can put them to work running the giant heater that stops your town from freezing and like send the children to the mines to shovel coal, and like that gives you a more immediate boost.31m 9s
And I'm not, I am ashamed to say that like that is, I did enslave the children when I played frostbunk through.
Jords
The kids yearn for the mines.
Rocky
Yeah.31m 18s
And like absolute spoilers, but at the end it hits you with a sucker punch where it writes a little narrative based on all of the choices that you made.31m 26s
So it's like, we had no choice but to enslave the children to keep the heaters burning.31m 31s
Um, and so it writes out your story in prose as like, how did you justify this as the end credits roll?31m 40s
I'm like, far out.31m 42s
That's bleak.31m 43s
But like, that's, that's kind of the opportunity that you've got, right?31m 46s
Like you get to.
Jords
Yeah, as a game master, you get to build the situations where you let the players make the choice.
Rocky
Exactly.31m 52s
Showcase, showcase all these like other, other horrible places where they, like they've made different moral choices to you.32m
Um, and like should, maybe it looks fine on the surface, but like then you discover what, you know, is really going on here.
Jords
I think that's, that's a key part of it is, is, as the gay master, you get to kind of choose.32m 12s
What are the philosophies that I would like to collide with my players and see how they react to it.32m 19s
If they take a front, if they, you know, end up striking up some sort of trade deal can of beans for a knife or something like that.32m 26s
Or if it's something that they like fully are like, oh, these guys just have it better than us.32m 31s
Let's just go join them.
Rocky
Or try and take all this stuff.32m 35s
Like, so many options, so many options for rich, like, interesting situations that will continue to have.
Jords
So I've got quite a lot of material that we can draw from, and it spans the like facing the apocalypse after effects directly to facing other people and how they're dealing with the apocalypse after effects.32m 55s
And ultimately, we're on a fetch quest of some description, right?33m
where we're looking to go out, find something and bring it back to our people or lead our people somewhere else where the fetchers are go find the better place.
Rocky
How does how does our story end?33m 15s
We've got to start.33m 16s
We've got a, you know, I think, a pretty good structure for a middle, which is these hazards along the way.33m 21s
What does what does our end game look like?
Jords
Well, I was just thinking that for me, you're not mitigating.33m 29s
Like, I think the stakes should be much lower than something like finding the cure that undoes the the apocalypse, the plague, whatever it is.33m 38s
I think I would be happy to continue to persist in the world.33m 43s
But if our community has been at like a local minimum, then I think after the quest.33m 50s
We have bumped them up to a higher local minimum.33m 55s
We've left them in a slightly better position than they were at the start and it's an incremental gain, but there's so much pleasure in that small victory.
Rocky
Yep.
Jords
The reward is that you get to live to do another quest.
Rocky
Yeah, I think this one does lend itself to sequence.34m 18s
play because there is always more stuff out there to go and get.34m 22s
There's always...34m 25s
I think the implicit thing that you've said here is that what we're aiming for is not the grim.
Jords
Oh, no, yeah, I think that's why that's that's too upsetting.
Rocky
But no, I like that you went straight for like, oh, obviously, like, we can kind of assume that we're going to have some kind of success.
Jords
Yes.
Rocky
with or without consequences, or if there, if it is a failure, it's not a catastrophic failure where the community is over.34m 53s
And I think that's really important because there are things like the road, where it is bleak, and it does not end happily, it all ends very badly for everybody, and like, that's where I draw the line, right?35m 5s
I'm like, I'm happy to have awkward, you know, have it all be about like staring the horror that is humanity in the face, but I draw the line at like everyone dies and game over.35m 16s
Like.
Jords
Like I'm okay with a heroic last stand, but I want that heroism to be rewarded with, yeah, you died, but you made sure that everyone else made it out safely.35m 26s
That's my intrinsic need for in the apocalypse, I want humanity to be basically okay.35m 35s
Basically good.
Rocky
I think there's another ending here, which is the, like, that we see sometimes in the, the, the books and the shows, which is the, like, ambiguous ending where they just continue walking into the sunset, and I also think that is, like, not necessarily satisfying for the, the game that was,
Jords
Yeah, it doesn't imply any form of progress.35m 56s
And I think an important part of the game, like just in general is that the characters and the players feel some sense of progress, whether it's by building a community or by levelling up or whatever it is, but if you end up with the same like, and the road continues,
Rocky
Yeah.
Jords
Why do we do all of that?
Rocky
Um, yeah, no, I think that's, I think that's important to spell out, like, we are not doing a bum.36m 23s
There are things in this genre that have happy or at least conclusive endings and those are the ones that we.36m 32s
All right, so those sound like some really solid ingredients.36m 36s
I think it's time to sort of put that together into a bit of a recipe.
Jords
Yep, all right.36m 42s
There is a question here in how granular we want to be.36m 48s
And I think that will inform the type of prep that I would do.36m 51s
If we're doing overland travel and scarcity of resources, to me that implies something that is going to care about our inventory.37m 1s
And we could care about that in a very concrete way and that like, you have 3 days worth of rations, or we could care about it in a slightly less concrete, more abstract way, that's like, you have rations represented by a die that eventually will run out.
Rocky
Absolutely.
Jords
And I think that kind of changes how I would build my adventure.
Rocky
Is there one that you're drawing?
Jords
I thirst for the group that loves to track the numbers.37m 29s
But I compromise and play the games that use resource dies instead because I know that my group won't ever deduct their, you know, pint of oil for burning them.
Rocky
Yeah, I think this is one where you're right, because we are fundamentally going out to get a scarce resource, and so scarce resources are like part of the genre.37m 53s
They are what drives us to take the risk of leaving the settlement in the 1st place and they're also exactly the kind of thing, you know, we were talking about kicks before and how, you know, what do we use to kick the plot along if there's no zombies to show up and burst through the door?38m 9s
I think this is one of them, I think.38m 10s
Like, we are on our last can of beans, like, we need to get off the highway and find an old Walmart.
Jords
Absolutely.
Rocky
We need to go and rob somebody.38m 20s
We need to, like, we need to do something to get resources.38m 24s
I think we also then immediately run into the classic problem of like, if you're going to let people run out of resources, you cannot let that end the game.38m 33s
Right?38m 34s
Like it's it's the classic you can't blow up the spaceship because then the game is over problem.38m 38s
It's like, we can't starve to death on the highway because that's not what the game is about.38m 44s
We still do have to be able to find resources somewhere we need to have a good backup plan prepped for where the players might find resources.38m 55s
Not even might, where the players will find resources, but like what is it going to cost?
Jords
I think that one is a really good opportunity for bumping into somebody else who has resources and might not necessarily want to share.
Rocky
Yeah.
Jords
So I think, yeah, you can kick that along, but let's assume it's, it's my ideal case.39m 16s
And I've got a bunch of accountants and hold on for it.39m 21s
Bean counters.39m 26s
Uh, so let's say our, our players are the types of players who will be engaged by quite granular system, and that has provided us with quite a rich, rich textural backdrop of dotting some scarce resources around that can help pull players to the next node or push them along.39m 48s
So, that as like the foundation layer.39m 52s
Great.39m 52s
means we need to choose the sort of structure for how we would do this and if we're ideally building towards some sort of overland travel to some fantastical locations along the way, to retrieve a thing and bring it back, that means we have a couple different options for the backdrop mechanics of how we would travel.40m 15s
And the reason why I asked the question to begin with is because if it's going to be granular, then that could be something like a hex crawly situation for me.40m 23s
And if it was something that was a bit more abstract, I would probably instead use it.
Rocky
Mm-hmm.40m 30s
Assume that someone's never heard of either, what's the difference?
Jords
Point crawls are a favourite of mine because they're really easy ways to build out a series of locations, as nodes, and the transitions between them as kind of the bridges.40m 44s
It constrains what your prep is because it's not really open world.40m 48s
You know you have these points of significant interest that you can drop your prep into, and you just have to come up with a bunch of them connected together that provides a pathway to the end.40m 58s
And the players will then have the choice and agency to then select which ones they want to go through based on the.
Rocky
I think the mental model that you want is like the map from Slay the Spire, right?
Jords
Perfect example.
Rocky
Like, there's, there's stuff that goes,41m 15s
you've got a couple of choices in each direction and it's not like we go 4 kilometres north.41m 20s
It's like, are we going to the abandoned Walmart or are we going to the settlement over the hill?
Jords
Are we going across the bridge or go the long way round?
Rocky
Yeah, like, there's, there's decisions and the, rather than moving, freely across a map, you are moving across like a series of decisions. Towards a goal, which I think works really well with that, like, we are basically following this particular highway, it works really well for things where, like we have talked about.
Jords
Mm-hmm.
Rocky
It's quite directed.41m 50s
We know that there is a an endpoint that we're trying to get to and that the challenges in how we get there, not so much what, you know, choosing the goal ourselves.
Jords
The alternative, a hexcrawl is the much more robust and granular version, where navigation becomes a really big deal, and we divvy up a map's worth of landscape into hexagons of a certain size.42m 19s
Hexagons are great simply because they have 6 sides, hexagons are pestigons.42m 23s
They're more interesting than squares, they make navigation a little bit more easier to mechanise.
Rocky
There's no awkward, how many points is it to go diagonally question?
Jords
Yep.42m 33s
So in this one, instead, it's like you've got a map from an atlas that already has a big old grid on it and you can cross-reference where the locations are based on that grid.42m 45s
So you know in A6, you've got this location and in D7, you've got that location and the players are then responsible for making their map and plotting directions over whatever the terrain is in the.
Rocky
If you imagine, if you've ever played civilisation, it's the map from civilisation, there's one thing in each hex, and you're kind of discovering
Jords
leans very heavily on random encounters.43m 12s
It's unlikely that you would build a big old hex and then fill every single one of those hexes with unique and interesting things.43m 18s
So you use random encounter procedures to make interesting stuff happen.43m 25s
And in this one, there's a certain expectation that you'd be able to live off the land a little bit.43m 30s
So if you're running low on beans, you can, you, you have the, the places around you that you know, you could go scavenger.
Rocky
Yeah, I think there's another design consideration here, which is, to me, a point crawl is very directed and a hex crawl focusses much more on exploration.43m 51s
And so I think just to like go back to the 1st thing we said about, you know, there's a goal that's kicking out of foam.43m 58s
I think if you are doing a hex goal, but you know, or a hex crawl, but you know where you're going on the map, then you might as well just be doing a point crawl because there's really no incentive to go off the track.44m 10s
So if you are going to do a hexcrawl, if you think your players would find that fun, if they like stuff that's a little bit more granular, if they really like that survival-y aspect, if you really want to do that.44m 19s
explore, to find, you know, we've heard a rumour that there's medicine, but we don't know where it is, if you want to lean into that aspect of it a bit more.44m 29s
You've got to not tell them where the goal is, right?44m 33s
Whereas I think if you're doing a point crawl.44m 35s
You want to be like, I have heard that someone has got a cure in town and we know where town is and it's like 5 days journey away and we're going to go there and get the thing that we need and come back.44m 46s
So, like, there's a little bit of back propagation there where we need to be like, okay, we don't, if we, if we know we want to do a hex scroll, we don't want to tell them where the thing is, because exploring to figure out where it is, is going to be a really big part of that, because, yeah, there's no point just drawing a line across a hex grid and being like, you're going to follow the highway more or less north until you get to the place where you know the thing is, because then you're like either going along those hexes or you're deviating like one to either side to get something or avoid something, and at that point, you have just Done a point crawl with extra steps.
Jords
I think it also depends on if you're gonna be running this as a one shot.45m 25s
A point crawl is absolutely what you want.45m 28s
If you're going to be running this as a campaign and there's a lot of opportunity for your players to interact with other factions, then that's where you want something that's a little bit more explorative.45m 38s
So yeah, if we're saying your medicine is the thing that you need to do or your friend will die, maybe your home base is nestled in the valley between several towns.45m 49s
And you could choose any one of those towns to see if any of the pharmacies still have insulin.45m 54s
But if we're playing a single one shot.45m 57s
No way, I'm going to build a whole X crawl for like a 4 hour session.
Rocky
Yeah.
Jords
That's so much prep that you know is going to be wasted because your players can only travel through a certain number of hexes and everything that they don't travel through is then wasted.
Rocky
I think what they have in common is that they give us the structure, the boxes, if you like, to put the things that we were talking about before in, right?46m 25s
So either one per node in our little like tree or one per hex on our map, we can put some kind of environmental hazard, we can put some kind of survivor related hazard, or we can put even just like something interesting that has decayed and become fun to explore in the end times, right?46m 51s
It's the, your classic like, it's the Statue of Liberty and it's fallen over and is rusting and we're like, it's, it's interesting to like see that and it doesn't do anything in the story, but it's kind of interesting to look at and interesting to explore.
Jords
Mm-hmm.
Rocky
It's kind of just fluffy.
Jords
My 1st thing, like Statue of Liberty, big statue, great vantage point to see other landmarks.
Rocky
Yeah, and they can have, and like maybe there's some stuff hidden in the vending machines, you know, around the gift shop.47m 16s
Like, they don't have to be devoid of content, but like not everything has to be either a hazard from other people or a hazard from the environment.47m 24s
Like, some things can just be like, literally the stuff we were talking about.47m 28s
It's like, here is an, here is a thing from the world that would not last when the systems around it collapsed and we can just plop that in there is an interesting thing for the players to spend some time with without necessarily having to make it a hazard.47m 43s
And that is good because it means not every hex is a danger.47m 46s
Not every point is like heart stopping, you know, terror going into a new hex.47m 51s
Some of it is just, hey, you pass, you know, an old power station and it's completely shut down, but like, maybe we're going to go and have a look and like, oh, if someone's taken all of the copper from the turbines, like, you can you can dig into this, like how things are interesting without necessarily having to turn them into hazard.
Jords
Yep, like the set dressing does the implied world building and also lets your players, like I've got one group that has a bunch of people I went to engineering school with.48m 22s
And those nerds would love to see a power station in the post apocalypse and think of all the things they could pull from that to take back home.
Rocky
Right?48m 30s
And then, like, how much room have you got in your pack, you know, that then becomes a, like, well, I found 50 feet of copper cable and I just, like, I know that copper is going to be, like, refined high gray copper is going to be so, it's like, you can't make that anymore.
Jords
Meaningful consideration.
Rocky
It's so valuable, but not, it's not the thing we came out here for, and suddenly you're like in an argument about like, I can't believe you're not, you're going to like leave beans behind to take this copper with us.
Jords
But we can grow beans.
Rocky
like, it writes itself.
Jords
We can't grow copper.
Rocky
But you see, like it really starts to write itself as soon as you combine those, and that's really what I like to see when you put these pieces together.49m 11s
It's like, all we have done is put together a hex grid or a point grid with interesting locations. Plus, we know we have some kind of constrained resource thing where we don't have bottomless resources and don't have bottomless, like, carrying capacity. And suddenly something that was set dressing, we've just walked past an abandoned power station.49m 32s
Oh, I wonder if there's any like valuable copper in there.49m 34s
Suddenly that can become a really interesting moment that is not conflict, but it's like, how much is this really rare thing from the old world worth to our community?49m 44s
Do we have a use for it?49m 46s
It's gonna break my heart to leave it behind, but we need the food more. Like, you suddenly get an interesting decision without having to introduce conflict, which I love, and it's come organically out of just like mushing these 2 structural components.
Jords
And that sort of magic, I think you only get in a hex cruel type situation.50m 6s
Because there ain't no way I'm putting down something in a point crawl that's not going to have some bearing on the one shot story that we're going to have, but like those gloriously mundane moments that become like a full scene's worth of play in a hex crawl.50m 23s
I love them so much.50m 25s
It's the true emergent story that you're like, I never planned for this.50m 28s
Man, I'm glad we did it.
Rocky
Yeah.
Jords
One of the thing that you said there that I think is worth spelling out as well.50m 36s
Resources are only valuable when they are scarce, which means that in our post-apocalypse world, for anything to feel like it has any meaning.50m 47s
We do need to do the tracking of how much of that stuff we have.50m 50s
I know a lot of like 5V style games.50m 55s
The players don't really care about that.50m 57s
We don't count ammunition, because it's really boring, and that's a game about being basically a superhero, and there's nothing more lame than when Legolus runs out of arrows.51m 5s
Like that's the gimmick.51m 7s
You don't want that.51m 8s
But we're not playing a game of superheroes here.
Rocky
Yep.
Jords
We're playing a game of mostly normal people surviving after abundant things have disappeared.
Rocky
We're playing a game where we have run out of ammo and we need to go and get more is a fascinating quest.
Jords
So, yeah, actually keeping track of those things matters for the scarce resources to hold real value.51m 37s
So if you could say something like, yeah, you know that someone back at your camp could use that copper wire in to make a heating element and then you guys could have hot water.
Rocky
Yeah.
Jords
Like, that's suddenly more real than when you're playing a 5 year like game and someone's like, I'm in the middle of the dungeon.51m 58s
don't know.51m 59s
I got writing materials right?52m
Sure, it would be boring if you didn't have them.
Rocky
I think it's worth picking out some things that you are, like that you do care about and some things that you don't because it, it, it is true that tracking everything is gonna get tedious.
Jords
Mm, very much so.
Rocky
So I think you got to decide, just like with the quiet year, you got to decide what your abundances and scarcities are, you got to be like, okay, well, we actually don't have a problem with fresh drinking water, like you'll have, you know, filters.52m 26s
That's not an issue, but we do only have limited.
Jords
See, I actually think that that's a really good one there.52m 32s
If we're out on the road, you've got your, like, water bottles, a really valuable piece of loot is a mobile water filler.
Rocky
Like, I agree, but I just.
Jords
Or like a box of purifying tablets where you can replace all of this water that you're carrying with one little box and free up all those slots of inventory.
Rocky
But that's the kind of thing that you've got to set out at the start because you, I don't think you want to be doing that for every single possible thing.52m 58s
I think it is important to have just for the like, to make it a fun game and not just bookkeeping.53m 5s
You've got to have some things that are relatively abundant.53m 10s
right?53m 10s
Like, I think the way to do it is to just not mention it.53m 13s
Like, we don't care about clothing.53m 17s
Right?
Jords
Yeah.
Rocky
If you want to care about clothing, if you want to be like, okay, well now it's getting cold and you've got to find something warm to wear, like, okay, but then your game has to be about that.53m 28s
whereas like, if you want it to be about, if you want to play with this, like, okay, well, we are going to have to take, we, you know, all the water out in the wild is tainted, so we got to take, take water with us, and then the purification tablets are a big deal, like, okay, but you can't also have them worrying about freezing to death from not carrying enough clothes and not having bullets and not having food and not having petrol and not having this and like, you've got to pick a couple of things to matter.53m 55s
Because you can imagine a version of the thing where it's like, we care really deeply about, you know, making sure that you pack appropriately and and you know it's going to get cold at night, so you got to pack something warm.54m 4s
And then you just don't mention drinking water.54m 7s
And you just kind of take that as, given a normal notice if you don't point it out, right?54m 12s
Like, and I'm not saying drinking water is necessarily a good one because I agree like the tablets and the filter is an interesting thing to play with, but like, just as an example,
Jords
Yeah, like the question becomes, can this be made interesting?
Rocky
Yes, and I think you start to run into a constraint here because if you're like, well, if we're building a hex crawl and there's really only classically one thing, one interesting thing per hex.54m 38s
If you've got 15 different resources that you want people to track, suddenly you don't have enough hexes for them to replenish all of them.
Jords
And it becomes replenishment the game.54m 51s
Like if you if you reach a point where to go get more water would cost you quite a bit of fuel and food, then you end up actually building a system that doesn't reward interesting exploration.
Rocky
Exactly.55m 6s
Yeah, so it's like, oh, well, I don't want to go get more water because I would run out of food and fuel and bullets.55m 11s
So I guess I'll just die.
Jords
Yeah, no, that's the, we're doing escapism and get away from that.
Rocky
Exactly.55m 18s
that yes, that is what would happen in a real end of the world scenario.55m 22s
That's not really any fun.
Jords
So, unless it's interesting, we don't care about it.55m 28s
Uh, like, we want the trade-offs to not be so bad whenever the players choose to do anything that the optimal choice is not to play.
Rocky
Right, like you got to come back to that that aphorism that like a game should be a series of interesting decisions.55m 44s
And if you can't make it an interesting decision, then don't make it a decision, it just happens.55m 48s
Like if there's no joy in the trade-off between copper and carrying your water, like, don't track those things.
Jords
Yeah, no one would ever go to find copper in that case.56m
Like those decisions are automatically not a part of your game because it's not fun or interesting.
Rocky
Yeah.
Jords
So, like, the things that I think are important to track, of course, food, water, because we can make those interesting drivers, ammunition, because it allows you to govern the distance that you engage with enemies.
Rocky
Yep.56m 23s
There's any kind of vehicles involved fuel.
Jords
I probably wouldn't build this under the assumption that people will use vehicles by default because in that circumstance if they lose the vehicle, suddenly the game stops.56m 38s
But if the primary mode of transport is by foot or by like bicycle or something like that, finding a vehicle with fuel in it or putting the 2 together, then becomes an interesting boon, then you like it's a short-term boom.
Rocky
In the classics of the genre, like you're like walking along the highway, all of the cars are stopped, when you find one with the keys, in it, and fuel in the tank.57m 2s
It's like, hey, we get to skip some miles today.57m 5s
Like, but we're just gonna drive it till it runs out of fuel and then abandon it because we, we're not, we don't know where we're gonna get it.
Jords
Yeah.57m 11s
Ultimate consumerism, one use car.
Rocky
Uh, and it is, that's, I think that is one of the big differences between some, this and something like,
Jords
Yep, huge difference.
Rocky
All right, so is there anything else we need to prep?57m 25s
We've got a map, whether symbolic or literal, we have an idea of what our abundances and scarcities are.57m 33s
We have scattered the map with not just hazards, but interesting things and resources.
Jords
Yep, and the end state of our quest, the goal of our quest, there are multiple ones of them on our hex map, only one that the point crawl map points towards.
Rocky
Yep.57m 51s
Anything else we need?
Jords
is we need to prep some factions.
Rocky
Okay.
Jords
We need to prep the people that live in this world that aren't us.
Rocky
Yes, yeah, of course.
Jords
So, like, we need to have some sort of random encounter table to fill in the space of all the empty hexes that we haven't put an interesting thing in.58m 14s
And that encounter table doesn't need to be huge, but I find an easy way to build one is to start with who are the other people that are in this place.58m 22s
And this gives us the chance to have a couple different factions of those different philosophies or ways of life of how they've emerged.58m 29s
Ooh, this is the Slaver faction.58m 31s
This is the parasitic marauder faction.58m 33s
These guys only, like, they don't build, they just steal.58m 38s
There are these guys over here who are the more peaceful ones and they don't tend to venture out very much.58m 43s
So if you bump into one of them, they're probably on a similar quest to you to find a scarce resource and bring it back home.58m 48s
They tend not to wear leather with studs.58m 53s
They wear normal clothes.58m 56s
As always, at least 3 factions is interesting.59m
Um, I would probably like think of a couple different interesting, uh, philosophies, then dot those around and then have a little bit of a think about how they might have interacted with each other in the very recent.
Rocky
I think what you don't want is to have lots of like back.
Jords
Don't care.59m 23s
No.59m 23s
No, don't care about any backlaw.59m 27s
Players are never going to see it, does it?
Rocky
Yep.
Jords
Uh, and the places that I would dot them around would have some significance to the geography of this place. I I have built plenty of maps from scratch.59m 42s
For this, I actually think I would probably go onto Google Maps, find an interesting semi-urban area, like a place that's like between a couple of towns, and I'd just clip that and make that my map overlay a hex grid onto it, and then think, oh, this is where the creek flows.1h 2s
Somebody would want to be near that faction there.1h 4s
This is where the bridge is.1h 6s
Well, someone's going to want to control that action.1h 9s
faction go.1h 12s
And there's one last thing that I might include here, and that's a reaction table.1h 18s
And a reaction table is just a little addendum to our random encounters, which will either be, sorry, you roll your dice, and a low number is a hostile reaction, and a high number is a favourable reaction, and it just helps give a bit more texture to your encounters with minimal prep up.
Rocky
Yeah, without having to ask people to roll a deployment.
Jords
Yeah, without predefining it in advance, you know, I just roll that, and then I roll this and I see I've got the marauder faction, and they're in a pretty good mood.1h 49s
That's interesting.1h 50s
Why are they in a good mood?1h 51s
Uh, they've recently just hunted someone down and instead of coming directly at the party?1h 58s
They might actually trade for safe passage instead of just wanting to kill.
Rocky
Like maybe they're avoiding you because they don't want you to take what they've just kidnapped what they've rightfully stolen.
Jords
Hmm.1h 1m 9s
All of their backpacks are full of good beans, and they are vulnerable.
Rocky
Sweet.1h 1m 15s
Okay.1h 1m 16s
I think the last thing that's missing from this is a, a little, little, a little, little engine to make it, a little, a little mechanic to make it tip.
Jords
Telling me that we need to choose something.
Rocky
I think we do.1h 1m 29s
And I think I have one constraint and I don't know how to satisfy it because it doesn't fit with my usual recommendations.1h 1m 35s
I think we need something with an inventory system that is fun to use, and I don't know what that is.
Jords
Look, I'm in the same boat.1h 1m 47s
We've already kind of chosen not to use an abstracted system, which rules out a couple of different games.1h 1m 53s
I think there are some OSR style systems that excel in this space.
Rocky
Me too, but I would want one that can adapt nicely.
Jords
Mm-hmm.
Rocky
Narrows it down.
Jords
Why do you say that?
Rocky
Ah, because I think I want to play.1h 2m 13s
I want the option of playing this in the modern day.1h 2m 16s
I think it's really hard to do post-apocalyptic fantasy.1h 2m 22s
don't think it's impossible.1h 2m 23s
I think it's a fascinating space to play in, but I would like the option.
Jords
I'm mostly the same.1h 2m 32s
I I think one of the things that magic kills for me, and I've mentioned this on the pod before, is when it has the ability to negate your scarcities trivially.
Rocky
Oh, right, it's create food and water is the bane of this this genre's existence.
Jords
The worst just ruins it.1h 2m 48s
So, like, 5 E style games that have the same spell list absolutely are not made for this kind of play.
Rocky
Yeah.
Jords
So I'm not wholly opposed to ones with magic as long as it doesn't negate the core game loop.
Rocky
So I think a thing that hits that, if you do want to do stuff that, quote unquote, generic fantasy, because it's not generic at all, um, but hits hits those requirements of like it has an inventory system that's actually fun and also has a magic system where the magic doesn't negate things and, in fact, is a generator for more quests on its own, is a mouse ridder.
Jords
Hmm?1h 3m 31s
Yeah.
Rocky
which has the beautiful inventory system of you have physical slots on your sheet and some things take up one slot.1h 3m 41s
It's a little bit diablo-ey.1h 3m 42s
Some things take up one slot, some things take up 2 slots and there's a bit of joy in like arranging them on your sheet.1h 3m 48s
And when the game master gives you something, they hand you a little cardboard square and you've got to try and fit it into your bag and that kind of stuff.1h 3m 55s
And then the magic system is magic spells are physical items which take up a slot in your backpack and also once flipped over.1h 4m 4s
It's just a beautifully tactile game.1h 4m 6s
Once they're flipped over, once they're kind of expended, there's a little quest that you have to go on or a task you have to do to recharge them.1h 4m 14s
So using them feel significant and actually creates problems a lot of the time rather than solving it.
Jords
I was similarly going to suggest something like an into the odd or a nave.
Rocky
Yep.
Jords
Um, nave built for that overlanded travel and has a similar slot-based inventory system.
Rocky
Yep Yep.
Jords
Um, where when you take wounds, that slots that you lose, and I like just, it's very simple, it's very elegant.
Rocky
Ah, I love it.
Jords
I've written a huge post on Reddit in praise of that simple elegant system, but to me, that actually becomes the game then, inventory management, the game, in a really fun way.1h 4m 55s
It also got combat tacked onto it, but combat is not your primary mode of engagement because the danger of losing slots and taking wounds is so high.1h 5m 4s
Clever problem solving is so much more interesting.1h 5m 7s
Uh, I do have one other suggestion of something that I would like to run this in.1h 5m 13s
And that's godless, which is a demon lord engine.1h 5m 18s
So, full character building options from the shadow of the Demon Lord style games, huge amounts of customisation, and it is the straight up like, what if pokus apocalypse, but also cars and fantasy races?
Rocky
Okay.
Jords
And I'm like, the front cover pitcher goes pretty hard where they're hanging out the side of like a sedan looking thing and there's like a shaved head wizard cast in spells and it looks mad.1h 5m 50s
I played a bunch of Demon Lord.1h 5m 53s
I love the engine.1h 5m 54s
and I think it could work quite well.1h 5m 57s
tricks and hacks.
Rocky
I think this is one where I would spend a little bit of time on itch and just dig up something that only does the things that I want it to do and nothing else.1h 6m 9s
Someone has written this and it's it's clear, probably very good and probably the people on Reddit would love to tell us.
Jords
Look, I think there are some other notable mentions in here that we should give some airtime to.1h 6m 22s
One is red markets, which might be just a little too dark for my tastes, but it's primarily described as a game of economic horror, where the zombie apocalypse has happened, and genuinely, like it's very much about the overland travel going to dangerous places, bringing things back to your community, but just like getting by from one session to the next, everything costs you something.1h 6m 49s
And I think it might be too dark for my flavour.1h 6m 52s
Um, ashes without number, really good OSR adjacent game from uh, Kevin Crawford, the world building tools in there if you wanted to help flesh out what it is that you're going for, hugely beneficial.1h 7m 6s
Mutant Year Zero.1h 7m 9s
Twilight 2000.1h 7m 11s
The Classic Apocalypse World.
Rocky
Yeah, should we do, should we just do this in, not even powered by the apocalypse, but apocalypse work?
Jords
Not with the beats that we've chosen to be important for how we're prepping this game.1h 7m 27s
Like, Apocalypse World is much more focussed on the characters, but we've chosen the world as the thing that's...
Rocky
I think you're right.1h 7m 36s
I think Apocalypse World probably...1h 7m 39s
Falloutier and Mad Maxier than what we've described, like a little bit more wacky out there nuclear wasteland.
Jords
Very much so.1h 7m 50s
And not just that, but it focusses more on relationships between characters.1h 7m 54s
We've kind of glossed over that.1h 7m 57s
We're looking for that slideshow of exploring a ruined world.1h 8m 2s
And I don't think that's Apocalypse World's forte.
Rocky
Yeah.
Jords
And I think we'll also cop heaps of flack for saying that.
Rocky
I think you're right.1h 8m 11s
That's okay.1h 8m 13s
It's our show and if they don't like it, people can go start their own.1h 8m 16s
It's just not so not difficult to start a podcast off you go.
Jords
I'd listen to it.1h 8m 20s
Now, we've sort of already answered this.1h 8m 24s
But would you run this in 5 E?1h 8m 26s
Yeah, no, for magic reasons, primarily.
Rocky
Yeah.
Jords
It's not a good game for foraging.1h 8m 33s
It's not a good game for in.
Rocky
Not a, I think it's not even magic systems for media is literally just inventory systems in 5A's, encumbrance sucks.
Jords
And it does always surprise me when you play on like D&D beyond or any other VTT.1h 8m 50s
People still don't use the encumbrance system, even though it's automated, even though you've got 8000 different items that weigh . one or .0 one of a pound and you're like, yeah, I picked that up 42 sessions ago, I've still got it in my backpack.
Rocky
Like the computer will do the mouths for you.
Jords
I never taken...
Rocky
Like I genuinely think D&D at this point should just issue all characters with a bag of holding a character creation and just hand wave the whole thing, like, because that's how we all behave.
Jords
Yeah.
Rocky
We all just behave as if we have these bottomless backpacks that we're taking with us everywhere, even when it makes no sense, like.1h 9m 28s
I think the last question is, would you run it?
Jords
Absolutely.1h 9m 32s
I'm sort of running a like a dungeon that's very inspired by these things.
Rocky
Yeah.
Jords
It's a 100 kilometre point crawl across a ruined landscape that I've got a lot of these elements in already.
Rocky
I would do it.1h 9m 49s
I would probably tend more one shot, I think, than you one.1h 9m 52s
probably go.1h 9m 54s
I think you would be running the walking dead and I would be running Zombieland, right?1h 9m 58s
Like...
Jords
Yeah, that's fair.
Rocky
But yeah, I'd absolutely run it.1h 10m 2s
I think it's a fertile structure for doing some interesting like set.1h 10m 9s
Encounters.
Jords
I haven't done this yet, but I absolutely would.1h 10m 13s
Just take a map of my own city, and use that as the thing, and it's like, all the locations are familiar to the players, but now I just get to daydream about what they'd be like in the ruined apocalypse.
Rocky
Yes.1h 10m 24s
Yeah, I think there's one where like the world ends at the start of the game when you sit down and so you have to describe, it's not post-apocalyptic.1h 10m 33s
It's more apocalyptic, but like, the world ends as you sit down to play the game and then you play out like, how would you survive using just like what's in your pockets at the table?1h 10m 44s
Like, it's, it's interesting, like, that, yeah, they diverge at the point where the game starts and you're, you're playing yourself in this scenario.1h 10m 52s
I'm like, that's the thing I've always wanted to try.1h 10m 55s
think it would be fascinating.
Jords
the ultimate daydream where you do it as a team.1h 11m
One other special mention just for the game section.1h 11m 3s
A quiet year first.1h 11m 9s
Do a quiet year, play the rest.
Rocky
Yeah, I did, uh, I did blow my quiet year load early, uh, this session, but yes, that's a, uh, that's an absolute.
Jords
And like, if you've been listening to us from the beginning and you still haven't played a quiet year, what are you doing?1h 11m 27s
Get out there.
Rocky
What are you doing?
Jords
Play some quiet year.
Rocky
Play some quiet year.1h 11m 32s
Yeah, really scratches that the other half of this game's itch, which is not the road trip.1h 11m 38s
It's the the little...1h 11m 42s
So, right?
Jords
All right.
Rocky
That's, that's the end of the post-apocalypse, and I guess now we move on to, uh, rebuilding civilisation.
Jords
Rebuilding civilisation.1h 11m 51s
We've done it.
Rocky
Yeah.1h 11m 52s
Post, it's now post post-apocalypse.1h 11m 56s
So, this, time for the post show, uh, the post-credit scene, this has been an episode of Platonics.
Jords
The post-post, no, that's just next episode.
Rocky
I've been rocky.
Jords
And I continue to be George.
Rocky
He continues to be George.1h 12m 14s
You can find us wherever you get your podcasts.1h 12m 18s
You already know that because you're listening to the podcast.1h 12m 21s
You're welcome at our place at platonics.net, where you can find old episodes of the show and other stuff we make as well, including our newsletter, where we sometimes write things instead of saying them, and links to all of our social media.1h 12m 36s
We are mostly on the text-based ones because that's how I roll and you can follow those for Snark about whatever I happen to be watching for the show this month.
Jords
I think most of your content is usually just screen caps of messages I've sent you.
Rocky
We're also on.1h 12m 52s
To be honest, yes, it has degraded to just co-host banter.1h 12m 56s
But if that's, look, if that's how you roll, if you're an old school Twitter person, then we're on all of the replacement Twitters.1h 13m 2s
You can find Jordan posting on Reddit at U slash platonics.1h 13m 7s
So if you see you slash platonics post a hot take.1h 13m 10s
Please up vote it, even if you disagree with it, because we need that karma.1h 13m 15s
And he just likes the positive reinforcement.1h 13m 18s
He likes it when people are nice to him.1h 13m 19s
So go be nice to Jordan in the.
Jords
Those 4 upboats every 3 months really keep me going, guys.
Rocky
Oh, oh, they give him life.1h 13m 26s
The real place that we want to see you, though, is our Discord, there is a link on our website.1h 13m 36s
us there and let us know how you, if and how you would run your post-apocalyptic game.1h 13m 44s
That's all we got for you this month.1h 13m 46s
We will catch you next time.
Jords
Boy!
Rocky
Bye.