Wik
First Post
It's post apocalyptic. Give them treasures that really don't seem like that big of a deal.
A bottle of old whisky from the time before the apocalypse. A rechargable flashlight. A multi-tool. A tattered mapbook with notes from right after the bad times (ie, from a survivor, with notes written in the margins). An unopened bottle of coca cola. An ipod with only one headphone that works.
Give players "junk" and you'll quickly find that, in this sort of setting, that stuff becomes much more interesting to them than +5 items... and it helps keep your power curve low. Also, good items that have limited uses are great, too - grenades, chemical flares, armour-piercing or explosive shells, claymore mines, Meals Ready to Eat (MREs), nanotech "healing potions". All of these are great, and help reinforce the resource-based nature of your game... again, without expanding the power curve.
Giving your PCs damaged gear is highly recommended. In one post apocalyptic campaign, the PCs made sure all of their resources went towards fixing their broken-down power boat. Giving the PCs a broken down item that becomes a "Project" invests them in the campaign - imagine trying to fix your El Camino or jeep's stereo, headlights, windshield, etc. Each is mostly just "flavour", but your operator will love fixing the damned thing.
A bottle of old whisky from the time before the apocalypse. A rechargable flashlight. A multi-tool. A tattered mapbook with notes from right after the bad times (ie, from a survivor, with notes written in the margins). An unopened bottle of coca cola. An ipod with only one headphone that works.
Give players "junk" and you'll quickly find that, in this sort of setting, that stuff becomes much more interesting to them than +5 items... and it helps keep your power curve low. Also, good items that have limited uses are great, too - grenades, chemical flares, armour-piercing or explosive shells, claymore mines, Meals Ready to Eat (MREs), nanotech "healing potions". All of these are great, and help reinforce the resource-based nature of your game... again, without expanding the power curve.
Giving your PCs damaged gear is highly recommended. In one post apocalyptic campaign, the PCs made sure all of their resources went towards fixing their broken-down power boat. Giving the PCs a broken down item that becomes a "Project" invests them in the campaign - imagine trying to fix your El Camino or jeep's stereo, headlights, windshield, etc. Each is mostly just "flavour", but your operator will love fixing the damned thing.