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Post Apocalypse Travel From England to France then to Spain
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<blockquote data-quote="Wik" data-source="post: 2872786" data-attributes="member: 40177"><p>Alright, I haven't read any of the other comments, so excuse me if I repeat something already said.</p><p></p><p>Your first adventure should be getting a boat. I've run boat-based post-apoc games before, and they're FUN. If you give the PCs a boat that's banged-up, it becomes almost like a second character, with the group spending resources to make the boat better (I had PCs trade a powerful cannon for the opportunity to put an HD-DVD in their boat, as well as a new coat of paint). </p><p></p><p>Anyways, the PCs get to the marina and find themselves a boat. Most should be destroyed or gone, since in england, at the first sign of trouble, people would try to escape via the ocean. Leave a few boats kicking around, and let the PCs choose. a quick search at <a href="http://yachtworld.com/" target="_blank">http://yachtworld.com/</a> for a 32' to 46' power yacht will yield all sorts of interesting data, including maps and photos.</p><p></p><p>Once the PCs have to hook up with their french contacts, have them go up the Rhine river... you could have a very "apocalypse now" sort of feel. They would have to raid the shores for their food supplies, and you could make that a whole theme for two or three adventures. In fact, at least once, they should pick up uninfected survivors. </p><p></p><p>One thing I do in my post-apoc games is, right before the game starts, I think of a condition, such as "wound infection", "food poisoning", or "Virus". If the PCs take an action that would make them susceptible to that condition (for example, not bandaging a wound, or eating canned food), they are subject to that condition. It lets me keep the dirty, gritty feel of a post-apoc game, without having to constantly keep in track things like ill-treated water, improper sanitation, and the like. </p><p></p><p>Little things should start cropping up after your first couple of adventures. In fact, a whole adventure could be have trying to find a pair of shoes, after one PC loses a shoe running from infected. This type of adventure REALLY brings out the post-apoc feel of a game. </p><p></p><p>Around this point, you could start suggesting that the infected are "evolving", or gaining new abilities ("They can JUMP now!?"). Or, as a variant, there are now much MORE of them, as the infection spreads across the world. </p><p></p><p>Then, the PCs link up with their french companions, who are (of course), trapped inside some sort of building surrounded by the infected, and the PCs need to find some way to rescue them (the french should be used to it by now... it seems they're always getting rescued by the brits). </p><p></p><p>Then, it's either back in the boat to spain, or, if you've had enough of the boat, have the PCs return to the boat, only to find it completely blasted by something stupid that they forgot to pay attention to (they docked it near a raising bridge, and the bridge was still working and so lowered itself upon the boat).</p><p></p><p>In that case, the PCs could have to move through railways and passing hedgerows to get to Spain. Remember that they'd have to pass through the spanish mountains, as well.</p><p></p><p>An interesting idea here would be to introduce a "free europe radio" maintained by the swiss government or something, that broadcasts infected movements and helps co-ordinate survivors. While the PCs wouldn't be able to contact the radio station, you could use the station to give important information to the PCs ("Attention, non-infected. We've just found out word that the infected are heading en masse to the city of Marseilles. If you are in Marseilles, leave immediately! In addition, the infected have learned how to operate..... *static*"). </p><p></p><p>Once the PCs get to spain, they have to deal with the Non-infected, and if you've watched 28 days later (and of course you have), you'll know that humans are even worse than zombies. The PCs will have to deal with crazy military officials who are trying to proclaim a new world order, survivalists who are upset at seeing even more mouths to feed, and crazy people who accuse the PCs of "being one of them".</p></blockquote><p></p>
[QUOTE="Wik, post: 2872786, member: 40177"] Alright, I haven't read any of the other comments, so excuse me if I repeat something already said. Your first adventure should be getting a boat. I've run boat-based post-apoc games before, and they're FUN. If you give the PCs a boat that's banged-up, it becomes almost like a second character, with the group spending resources to make the boat better (I had PCs trade a powerful cannon for the opportunity to put an HD-DVD in their boat, as well as a new coat of paint). Anyways, the PCs get to the marina and find themselves a boat. Most should be destroyed or gone, since in england, at the first sign of trouble, people would try to escape via the ocean. Leave a few boats kicking around, and let the PCs choose. a quick search at [url]http://yachtworld.com/[/url] for a 32' to 46' power yacht will yield all sorts of interesting data, including maps and photos. Once the PCs have to hook up with their french contacts, have them go up the Rhine river... you could have a very "apocalypse now" sort of feel. They would have to raid the shores for their food supplies, and you could make that a whole theme for two or three adventures. In fact, at least once, they should pick up uninfected survivors. One thing I do in my post-apoc games is, right before the game starts, I think of a condition, such as "wound infection", "food poisoning", or "Virus". If the PCs take an action that would make them susceptible to that condition (for example, not bandaging a wound, or eating canned food), they are subject to that condition. It lets me keep the dirty, gritty feel of a post-apoc game, without having to constantly keep in track things like ill-treated water, improper sanitation, and the like. Little things should start cropping up after your first couple of adventures. In fact, a whole adventure could be have trying to find a pair of shoes, after one PC loses a shoe running from infected. This type of adventure REALLY brings out the post-apoc feel of a game. Around this point, you could start suggesting that the infected are "evolving", or gaining new abilities ("They can JUMP now!?"). Or, as a variant, there are now much MORE of them, as the infection spreads across the world. Then, the PCs link up with their french companions, who are (of course), trapped inside some sort of building surrounded by the infected, and the PCs need to find some way to rescue them (the french should be used to it by now... it seems they're always getting rescued by the brits). Then, it's either back in the boat to spain, or, if you've had enough of the boat, have the PCs return to the boat, only to find it completely blasted by something stupid that they forgot to pay attention to (they docked it near a raising bridge, and the bridge was still working and so lowered itself upon the boat). In that case, the PCs could have to move through railways and passing hedgerows to get to Spain. Remember that they'd have to pass through the spanish mountains, as well. An interesting idea here would be to introduce a "free europe radio" maintained by the swiss government or something, that broadcasts infected movements and helps co-ordinate survivors. While the PCs wouldn't be able to contact the radio station, you could use the station to give important information to the PCs ("Attention, non-infected. We've just found out word that the infected are heading en masse to the city of Marseilles. If you are in Marseilles, leave immediately! In addition, the infected have learned how to operate..... *static*"). Once the PCs get to spain, they have to deal with the Non-infected, and if you've watched 28 days later (and of course you have), you'll know that humans are even worse than zombies. The PCs will have to deal with crazy military officials who are trying to proclaim a new world order, survivalists who are upset at seeing even more mouths to feed, and crazy people who accuse the PCs of "being one of them". [/QUOTE]
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