Post by melissia on Nov 2, 2015 19:46:47 GMT
You've been living in this bunker your entire life. As did your parents, your grandparents... everyone that anyone ever knew, and anyone that they ever knew before that. There's no history of the world before it, but lore says that whatever was there before the bunker is gone. Not that it has changed; not that it is too different to recognize... it is simply gone. An empty void.
But one day, all of the bunker's systems activate, including ones that people have been trying to figure out for longer than anyone can remember. And you find a small pamphlet, crumpled up and abused, but still legible. It is in your language, though the phrasing is different than what you're used to. Still, you can understand it:
The main screen in every room declares the following:
"XK END-OF-THE-WORLD EVENT HAS SUBSIDED.
PREPARE FOR RECOLONIZATION OF EARTH."
Long-dormant facilities opened up, showing rooms no one has been in before. Using hypno-holographic education, this generation is quickly equipped with the knowledge needed to survive in the world outside. Excitement builds... and the doors open, and a truly alien sight greets you for the very first time.
So this idea is a nations game, set in a post-apocalyptic setting where the SCP-Foundation failed to protect reality, but did manage to save several samples of humanity with which to re-seed a recreated Earth For those not familair with the SCP-Foundation, they are a fictional organization that secures supernatural objects, entities, and locations, contains them so that they do not harm humanity... and protects them from the abuses that humanity might deliver to them. An organization which scoffed at the idea of an ethics board (though it did actually exist in secret), the SCP-Foundation went to whatever lengths necessary to accomplish their mission, and prevented some of the most powerful items and entities one could imagine-- including gods-- from controlling or destroying humanity.
But one time... just once... they failed. Being the eternally paranoid organization that they were, they had plans for this, too. Hidden in alternate timelines, contained within pocket dimensions, in the darkness of space, beyond a wormhole, deep within the core of the Earth, and so many other places were pockets of humanity. Each of them were kept secret from everyone except their own personnel and a single O5 Council member, so that at least a few of them would survive.
You play one of these pockets of people, exactly 10,000 people to start off with. Equipped with the knowledge needed, to survive as well as some basic tools, they head out in to the world, to recolonize. But they will soon find that none of them escaped the apocalypse unchanged. All of them were altered in some profound way by the method that was used to hide them, and each group believes that THEY should be the true representatives of what humanity is.
The difference between each group will be measured in five metrics:
Stability -- How likely the people are to stick together, and whether or not they have much internal strife, either violent or political; their drive for unity and cooperation.
Aggression -- How quick to violence the people are, both in matters internal as well as external; their drive to conquer and control.
Curiosity -- How willing the people are to explore the unknown, experiment with the dangerous; their drive to understand and innovate.
Diligence -- How industrious the people are, how willing they are to labor for long hours in order to produce things; their dive for industry and civilization.
Tenacity-- How strong the people cling to life, each individual's will to survive and try to make it to the next day, without giving in to despair; their drive to continue on no matter what.
Modern, baseline humanity is rating 3 in all categories. You are given fifteen points, but you cannot simply put 3 in all categories-- none of the civilizations escaped without some mutations. These mutations may have other benefits and drawbacks, as well, as we work out together.
There's a few questions I'd like to ask, for anyone interested:
1: What tech level are we looking at? Keep in mind, history is abolished. Nothing that happened in our reality happened in this one. Humanity was wiped out, to the point that it never existed... until now. So these tech level ideas are a rough approximation. Do we have gunpowder? Electricity? Plumbing? Metallurgy? Did the SCP Foundation desire to put us immediately to some Modern or Semi-Modern technology, or do they want us to slowly build and grow until we have a history to work off of, where we may someday forget that we came from the bunkers and aren't actually natives to this world?
So, would like a vote on the following:
Primitive, Pre-Iron, Iron/Steel, Gunpowder, Electric
With a few sentences to a paragraph describing things such as those I mentioned above.
2: What kind of supernaturals are we looking at? Originally, I had imagined an entirely mundane world, but someone actually suggested we throw in something more than that. Should we include some elements of horror, the impossible things that shouldn't exist? Should we include anomalous objects that can't be reproduced, but can be utilized by each society? Should we include the alien, destructive reality warpers as an NPC enemy that all players must struggle to find ways to contain or destroy?
Basically, looking for a vote for one of the following ratings: Mundane, Safe, Euclid. Keter class SCPs will only appear as plot items, if they appear at all; they are potentially world-ending items, locations, or peoples, that are nearly impossible to contain. In the case of you guys voting for a low technology level, these will likely involve mysticism and/or religious references.
Mundane = no supernatural elements.
Safe = Game will include items, events, and persons that may or may not be actually safe, but they're predictable and containable with relative ease. Generally low-effect supernatural elements.
Euclid = Game will include Eulid classified items. These may not actually be dangerous, but are difficult to contain or control, often being quite useful but also often requiring significant resources to maintain.
3: How should the game flow, time-wise?
I had originally planned for each turn to be a generation of people, but it might be more interesting to have each turn be ten years, or one year, or even a few months. I'd like to see votes on this-- anywhere from quarterly to generational in range.
Once I have everything settled down and we have a good talk about this, I'll create a charsheet and can start talking to people on skype about it.
But one day, all of the bunker's systems activate, including ones that people have been trying to figure out for longer than anyone can remember. And you find a small pamphlet, crumpled up and abused, but still legible. It is in your language, though the phrasing is different than what you're used to. Still, you can understand it:
(Image of original document)
Mankind in its present state has been around for a quarter of a million years, yet only the last 4,000 have been of any significance.
So, what did we do for nearly 250,000 years? We huddled in caves and around small fires, fearful of the things that we didn't understand. It was more than explaining why the sun came up, it was the mystery of enormous birds with heads of men and rocks that came to life. So we called them 'gods' and 'demons', begged them to spare us, and prayed for salvation.
In time, their numbers dwindled and ours rose. The world began to make more sense when there were fewer things to fear, yet the unexplained can never truly go away, as if the universe demands the absurd and impossible.
Mankind must not go back to hiding in fear. No one else will protect us, and we must stand up for ourselves.
While the rest of mankind dwells in the light, we must stand in the darkness to fight it, contain it, and shield it from the eyes of the public, so that others may live in a sane and normal world.
We secure. We contain. We protect.
— The Administrator
Mankind in its present state has been around for a quarter of a million years, yet only the last 4,000 have been of any significance.
So, what did we do for nearly 250,000 years? We huddled in caves and around small fires, fearful of the things that we didn't understand. It was more than explaining why the sun came up, it was the mystery of enormous birds with heads of men and rocks that came to life. So we called them 'gods' and 'demons', begged them to spare us, and prayed for salvation.
In time, their numbers dwindled and ours rose. The world began to make more sense when there were fewer things to fear, yet the unexplained can never truly go away, as if the universe demands the absurd and impossible.
Mankind must not go back to hiding in fear. No one else will protect us, and we must stand up for ourselves.
While the rest of mankind dwells in the light, we must stand in the darkness to fight it, contain it, and shield it from the eyes of the public, so that others may live in a sane and normal world.
We secure. We contain. We protect.
— The Administrator
The main screen in every room declares the following:
"XK END-OF-THE-WORLD EVENT HAS SUBSIDED.
PREPARE FOR RECOLONIZATION OF EARTH."
Long-dormant facilities opened up, showing rooms no one has been in before. Using hypno-holographic education, this generation is quickly equipped with the knowledge needed to survive in the world outside. Excitement builds... and the doors open, and a truly alien sight greets you for the very first time.
So this idea is a nations game, set in a post-apocalyptic setting where the SCP-Foundation failed to protect reality, but did manage to save several samples of humanity with which to re-seed a recreated Earth For those not familair with the SCP-Foundation, they are a fictional organization that secures supernatural objects, entities, and locations, contains them so that they do not harm humanity... and protects them from the abuses that humanity might deliver to them. An organization which scoffed at the idea of an ethics board (though it did actually exist in secret), the SCP-Foundation went to whatever lengths necessary to accomplish their mission, and prevented some of the most powerful items and entities one could imagine-- including gods-- from controlling or destroying humanity.
But one time... just once... they failed. Being the eternally paranoid organization that they were, they had plans for this, too. Hidden in alternate timelines, contained within pocket dimensions, in the darkness of space, beyond a wormhole, deep within the core of the Earth, and so many other places were pockets of humanity. Each of them were kept secret from everyone except their own personnel and a single O5 Council member, so that at least a few of them would survive.
You play one of these pockets of people, exactly 10,000 people to start off with. Equipped with the knowledge needed, to survive as well as some basic tools, they head out in to the world, to recolonize. But they will soon find that none of them escaped the apocalypse unchanged. All of them were altered in some profound way by the method that was used to hide them, and each group believes that THEY should be the true representatives of what humanity is.
The difference between each group will be measured in five metrics:
Stability -- How likely the people are to stick together, and whether or not they have much internal strife, either violent or political; their drive for unity and cooperation.
Aggression -- How quick to violence the people are, both in matters internal as well as external; their drive to conquer and control.
Curiosity -- How willing the people are to explore the unknown, experiment with the dangerous; their drive to understand and innovate.
Diligence -- How industrious the people are, how willing they are to labor for long hours in order to produce things; their dive for industry and civilization.
Tenacity-- How strong the people cling to life, each individual's will to survive and try to make it to the next day, without giving in to despair; their drive to continue on no matter what.
Modern, baseline humanity is rating 3 in all categories. You are given fifteen points, but you cannot simply put 3 in all categories-- none of the civilizations escaped without some mutations. These mutations may have other benefits and drawbacks, as well, as we work out together.
There's a few questions I'd like to ask, for anyone interested:
1: What tech level are we looking at? Keep in mind, history is abolished. Nothing that happened in our reality happened in this one. Humanity was wiped out, to the point that it never existed... until now. So these tech level ideas are a rough approximation. Do we have gunpowder? Electricity? Plumbing? Metallurgy? Did the SCP Foundation desire to put us immediately to some Modern or Semi-Modern technology, or do they want us to slowly build and grow until we have a history to work off of, where we may someday forget that we came from the bunkers and aren't actually natives to this world?
So, would like a vote on the following:
Primitive, Pre-Iron, Iron/Steel, Gunpowder, Electric
With a few sentences to a paragraph describing things such as those I mentioned above.
2: What kind of supernaturals are we looking at? Originally, I had imagined an entirely mundane world, but someone actually suggested we throw in something more than that. Should we include some elements of horror, the impossible things that shouldn't exist? Should we include anomalous objects that can't be reproduced, but can be utilized by each society? Should we include the alien, destructive reality warpers as an NPC enemy that all players must struggle to find ways to contain or destroy?
Basically, looking for a vote for one of the following ratings: Mundane, Safe, Euclid. Keter class SCPs will only appear as plot items, if they appear at all; they are potentially world-ending items, locations, or peoples, that are nearly impossible to contain. In the case of you guys voting for a low technology level, these will likely involve mysticism and/or religious references.
Mundane = no supernatural elements.
Safe = Game will include items, events, and persons that may or may not be actually safe, but they're predictable and containable with relative ease. Generally low-effect supernatural elements.
Euclid = Game will include Eulid classified items. These may not actually be dangerous, but are difficult to contain or control, often being quite useful but also often requiring significant resources to maintain.
3: How should the game flow, time-wise?
I had originally planned for each turn to be a generation of people, but it might be more interesting to have each turn be ten years, or one year, or even a few months. I'd like to see votes on this-- anywhere from quarterly to generational in range.
Once I have everything settled down and we have a good talk about this, I'll create a charsheet and can start talking to people on skype about it.