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The_Other_GM

First Post
i'm creating a homebrew system and i'm running into a snag. the gist of it is the game is post-zombie apocalypse, society has fallen. the players will be controlling a small group of PCs operating out of a shelter/safehouse i'm calling their "community".

a large aspect i want to stress on is "rebuilding". while i want to give characters cool options and toys to play with, rebuilding is a big thing for the game i'm planning.

basically trying to get their way of life from "bear gryllis in the woods" to "bill murray in zombieland"

here's a link to the initial post i put on another board.

while i'm trying to create 3 basic levels of characters to handle various tasks, that's currently on the back burner since the community system is going to be a much larger focus... what i'm envisioning is currently something similar to the Civ games:

a "production" value that manages gear & amenities
a "personnel" value that manages the daily goings on and the tech
a "resources" value that manages supplies

a town with a low production value might have a large community and resources, but be unable to house them, supply them clean water, provide heat, safety or whatnot.

a town with low personnel might have access to quality mateiral and tools but be unable to properly defend themselves from looters/the undead or simply make use of the stuff.

a town with a low scavenge rating might have access to good gear and a lot of people but be unable to keep the gear maintained properly or keep it's people fed.

players do "quests" to basically up these values: securing a functioning chop shop / garage can up your production (it has tools and workspace), a junkyard is great for miscellaneous resources while a secured gas station can net you fuel and making sure you're not overcrowded while having enough people trained to do various tasks (like having someone trained in "mechanics" running the chop shop or upgrading your mad-max-esque battle-SUV you'll be using to help trade between communities by welding plating to it), in addition to simply navigating the craziness that happens when society crumbles: marauding bands of scrap hunters, looters seeking "sanctuary" (while stealing whatever they can), mad priests and their flock of undead...

i would really like the community itself will be like an adventure hub, where they can create and upgrade their gear, kick back and forget about the apocalypse for a few minutes, and both seeing it start from almost nothing to a thriving safe zone among the ruins of society.

my main problems is how to set up the tech tree and manage the various resources in the simplest way possible and i'm looking for a system that does something similar that i can mine for ideas... anyone know of a system that does?
 

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When I recently ran a post apoc' game, the players wanted fairly detailed information on their resources. They also spent a lot of time focusing on what they could bring back to their base. (Oddly, they never remembered to bring back people, so the ended up with tons of stuff, but nothing they could do with it.)

I broke resources down into categories, like scrap metal, machine parts, scrap wood, construction-grade wood, plastic containers. Each category had a number of d6 assigned to it, which they added to when they brought back supplies. If they needed to do something, like fix up a tow truck they'd found, I'd give them a target number and how many successes they needed to have the necessary materials on hand. I might say they need three 5's in machine parts. They'd roll the number of dice in their current pool for that material. If they got the three 5's, they could fix the truck; they would subtract three from their total dice.

When they went to trade with others, they would bring along 3d6 of this and 2d6 of that to trade.

Looking back, I believe I would have quickly needed to add an additional quantity of "pips" or something to each category. Otherwise they'd end up with entirely too many dice and I'd have to set really difficult target numbers too high. Something like their scrap metal could have a rating of 5 dice plus 10 pips and they could spend pips instead of losing dice after a successful roll to see if they had appropriate materials for the job at hand.
 

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