After reading through the Darwin's World rulebooks (and giving in to temptation and loading up Fallout 2 on my PC again) I've gotten excited about the next stage of my T20 campaign.
The crew of the Spirit of Freedom (300 ton TL15 yacht) will be crash landing on a bad bad world next Saturday night.
My plan is to crash land the ship, so that it is in an inhospitable area of the world (Mojave?) far from any population centers so that the ship is a) safe from intrusion and b) can't really be used as the base of operations for the players.
Ship will have to be unflyable, but I'm not sure what sort of damage to put on it. Powerplant? If so that takes away almost all the ships resources from the PC's, including the autodoc. Just the jump drive? Then the maneuver drive works and I can't have that. Maybe just the maneuver drive is out... yeah, that might work. Keeps them from getting out system (can't launch off the planet) and keeps them from flying around in this TL15 gunboat.
The goal of this section of the campaign would be to collect a laundry list of components needed to repair the jump drive and get the hell off this planet. Anyone have some good ideas on that? I'm thinking some items which are available but expensive on a TL6 sort of planet but this is a post-nuclear war planet, ala Mad Max or Interplay's Fallout.
Some items... maybe a rare mineral only available in minute quantities in seawater or somesuch, needing extensive processing. Forcing the PC's into a bit of "nation building" to build up a stable higher tech town near the sea so that they can process these materials...
The crew of the Spirit of Freedom (300 ton TL15 yacht) will be crash landing on a bad bad world next Saturday night.
My plan is to crash land the ship, so that it is in an inhospitable area of the world (Mojave?) far from any population centers so that the ship is a) safe from intrusion and b) can't really be used as the base of operations for the players.
Ship will have to be unflyable, but I'm not sure what sort of damage to put on it. Powerplant? If so that takes away almost all the ships resources from the PC's, including the autodoc. Just the jump drive? Then the maneuver drive works and I can't have that. Maybe just the maneuver drive is out... yeah, that might work. Keeps them from getting out system (can't launch off the planet) and keeps them from flying around in this TL15 gunboat.
The goal of this section of the campaign would be to collect a laundry list of components needed to repair the jump drive and get the hell off this planet. Anyone have some good ideas on that? I'm thinking some items which are available but expensive on a TL6 sort of planet but this is a post-nuclear war planet, ala Mad Max or Interplay's Fallout.
Some items... maybe a rare mineral only available in minute quantities in seawater or somesuch, needing extensive processing. Forcing the PC's into a bit of "nation building" to build up a stable higher tech town near the sea so that they can process these materials...