We’re Running An “After The End” Hexcrawl, Y’all!
by mshrm
With the end of the previous long-running (by our standards, at least) campaign, it’s time to look to the next thing. And it looks like the next big thing is… The End.
We tried the post-apocalyptic genre once before, but it didn’t work out. Too depressing, too gritty, too much The End rather than After The End. This time, we’re going to be doing more of a straight GURPS After The End campaign, so I’m hoping for less “depressing”, more “gonzo pew-pew wahoo”, if you know what I mean.
The Crunchy Bits
The elevator pitch is, “Like Fallout, but the ’80’s instead of the ’50’s”. We’re taking a lot of inspiration from Gamma World. The expectation is that the characters will start out in a (relatively) safe home base, then go exploring in a big sandbox.
- Cause: A combination of “Bombs Away” (ATE2 p4) and “Things Fall Apart” (ATE2 pg 6). It’s hard to say which is primary and which secondary.
- Hazards:
- Radiation (ATE2 pg 25)
- Chemicals and Munitions (ATE2 pg 9-11)
- Mutants (ATE2 pg 18-21)
- Rogue Bots (ATE2 pg 25-27)
- Gangs (ATE2 pg 15-17)
- Paramilitaries (ATE2 pg 23-24),
- occasionally, Climate (acid rain, radiation storms, and the like; ATE2 pg 12-13)
- Max TL Reached: TL 10, at least
- How long ago: Four to six generations
- Location/setting: Starting in “the valley” (more on this later) but aiming to expand into a hexcrawl from there
- Campaign style and morality: Heroic realism and shades of gray
Characters
We’re using the After The End templates as written, with an additional 50 point lens. The extra lens can be any of the “Experienced” lenses, or the universal lenses from ATE1 pg 17-18, or a racial package. I’ve added quite a few mutations from different sources.
Those who don’t choose a racial package are considered to be baseline human for the setting, which includes a certain amount of detrimental mutation. Folks in the wasteland tend towards sickly and scruffy. They can pay points for beneficial mutations, either by taking the “Mutated” lens at character creation or by picking up individual mutations in play.
One of the available racial packages is Pure Strain Human. These folks look like the Ancients, they’re astonishingly healthy, they’re resistant to radiation, and they do not mutate. Robots and computers of the Ancients (“living metal”) are more inclined to accept Pure Strain Humans as real people, often seeing others as suspicious mutants, aliens, or even wild animals.
Other racial packages include different kinds of sentient plants and animals. I took a lot of templates from GURPS Furries, plus a bunch of homebrew. Mutants like this can buy beneficial mutations after character creation.
Literacy is optional.
Gear
Everything from ATE1 Chapter Four applies. We will be following the suggested limit of a max 10 points traded for money.
We’ll be using weapons and armor from GURPS Low-Tech, along with its expanded and revised hit locations. We’ll also be using selected weapons and armor from GURPS High-Tech and GURPS Ultra-Tech. Generally speaking, I’ve slimmed down the available ammunition types to a handful of calibers and added lasers.
I’m aiming for an “easy come, easy go” thing with gear. Stuff will wear out and/or break, and new stuff (well, new to you) will come along. PCs should not be afraid to abandon their gear to escape a burning building, or an oncoming radiation storm, for that matter. This is the kind of world where you sharpen a stick to mug a guy who has a knife so you can ambush a raider with a rifle so you can play sniper and take out that one big, mean mutant.
Signature Gear is available for plot protection, if you want it, but be sure it’s something you’ll want to keep even if an upgrade comes along.
PCs will want to pay special attention to spend as much as possible of their starting cash, since anything left over goes away. There’s no such thing as cash, after the end.
Survival
Large bodies of water tend to be irradiated (ATE2 pg 13). In some places, they’re even worse. Food and water will be a constant concern.
The Chewy Bits
The Before Times
The Ancients knew stuff and did things. They knew the secrets of living metal. They built legendary cities. They could heal the sick and raise the dead. Then, for unknown reasons, they destroyed the world. Opinions differ as to why. Some think there was a war. Others think the Ancients got so powerful that their sport became indistinguishable from war.
While the “why” is uncertain, the “what” is quite apparent. They broke the sky, so now the upper atmosphere is prone to electrical storms that disrupt long-distance radio communication and cause weird lights in the sky. They launched a roughly-cylindrical object like a second moon; most call it the Big Cigar, but there are many other (and cruder) names. Nobody knows what it was for. They left behind radioactive craters, fallout, and dangerous chemicals. They unleashed war machines and unimaginable weapons. In the end, they destroyed civilization and nearly destroyed intelligent life.
Area Knowledge
“The valley” is an area of flat-ish land surrounded by hills, stretching roughly 20 miles in a north-south zig-zag. The northern end extends up to 5 miles east-west, somewhat wider than the south end, which narrows to less than a mile. For the most part, the surrounding hills are densely wooded, though there is an area to the east where the forest thins down to scrub and grassland.
There is a river that parallels the valley a few miles to the east, which curves around to pass just north of the valley. It’s so radioactive, it glows at night. As far as the inhabitants are concerned, the valley starts in the north at the ruined bridge of the Ancients that crosses that river. The Ancients built a massive road of some unimaginably durable substance that begins there and heads south through the heart of the valley for nearly ten miles.
The Old Road, as the locals call it, passes the village of Newtown before finally ending just north of the village of Mt Hope, in the center of the valley just at the point it narrows. Newtown is populated more by mutant animals and plants, while Mt Hope leans more towards humans and PSHs, though neither is exclusive. The two villages get along well, and cooperate in most matters, especially valley defense.
South of Mt Hope, the valley narrows and meanders before coming to its southern boundary, a ruined city of the Ancients. According to the old legends, this city was the origin of the people of the valley. In the last days of the Before Times, they say, the world became too dangerous for people to survive. A great hero led a small band of refugees from the city into the relative safety of the valley, where they were able to grow crops to get them through the famines that followed. Those that survived settled in Mt Hope and, later, Newtown.
There are dangerous radiation fields all around the valley, in every direction.
Ooooh, Post-Apoc is my jam, so please don’t mind me as I dig into this a bit and pick at things. Take my criticisms as “constructive attempts to highlight things” and ignore or engage as you will.
“Like Fallout, but the ’80’s instead of the ’50’s” and “They knew the secrets of living metal”.
This feels tonally discordant. Maybe it’s me, but “80s” screams ‘dieselpunk’ not ‘living metal computing’. But then… I suppose 50s doesn’t scream suitcase fusion reactors, so… mmm. It could work.
But I’d lean into the “weird” more than the “desperate” or the “high tech Ancients left problems lying around”, really get that ‘Gallus Gallus’ feel out of Gamma World not the “Rifts totally ripped us off” feel.
I suppose I’m saying more this https://images-na.ssl-images-amazon.com/images/I/A1SOQw0GmXL.jpg, than this https://cdn.shopify.com/s/files/1/0149/6074/files/keith_parkinson_the_minions_of_splewgorth_large.jpg?652201541606809405.
“Large bodies of water tend to be irradiated (ATE2 pg 13).”
I’m not in your game so maybe your guys are totes cool with this trope, but water doesn’t hold radiation.
However, something could be contaminating it, and that something can hold radiation. Small thing, I know, but it’s a flavor change that can be expressed in “less safe water is hard to find” and more “clean water is a precious resource and cleaning the water is dangerous/contaminates your still, eventually it’s irradiated and dangerous to use”.
“It’s so radioactive, it glows at night.”
Mutant algae? Strange contaminants that luminesces as they degrade? The river bed is lined with something that glows and contaminates the water?
The difference being, ‘contaminants’ can be dealt with long term to change this situation (find the contamination source, or just filter it out before usage’, but “water is irradiated” isn’t something really fixable with anything other than time (unless y’all really like the ending of Fallout 3).
“PCs will want to pay special attention to spend as much as possible of their starting cash, since anything left over goes away. There’s no such thing as cash, after the end.”
AtE uses bullets as the predominate trading ‘currency’, are you ditching that for a pure barter system? If so, thumbs up. I’ve always wanted to, but it’s generally damned hard to get Players to sign on…
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re: 80s vs 50s
I could have elaborated on that more, and did, when it was me and the players talking about it. I’m saying the world ends in “the future”, but it’s the future that the 1980’s imagined. Lots of shiny jumpsuits and big hair. “Living metal” is robots like Twiki from Buck Rogers or computer brains the size of a house with lots of flashing lights.
So it’s mostly a question of the aesthetic. Data comes on tape, in cassettes, rather than on CDs. All the air cars have cigarette lighters.
re: irradiated water?
I think the main thing for the players to take away is, if they just dip water up out of a pond, they’ll take RP. It’s been a while since I played any of the Fallout games, but iirc, that’s how they work it. If one of the characters ends up with the proper skills to make a distinction, more details might come out.
Good call on the contaminated still, though. That’s good color, at least, and could be potential adventure fodder. Thanks!
re: glows at night
All good questions. The locals just point to the weird green glow and mutter superstitiously. 🙂
re: barter
Correct, I’m aiming for pure barter. Of course, bullets tend to be good barter, so I’m not sure how much different it’ll work out in practice… but we’ll find out!
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“it’s the future that the 1980’s imagined”
Right, that “80s retro-future”. Chunky computers, tape-drives, big hair, leather and football shoulder pad wearing mutie gangers, Humanoid robots that were either clearly robots, are very, very human looking (both Cherry 2000 and Alien are 80s), massive landrovers, “Hell Comes To Frogtown”…
Like, no joke, I base more of my “Gamma World” games off of trying to capture the “Hell Comes To Frogtown” feel than anything else…
“I think the main thing for the players to take away is, if they just dip water up out of a pond, they’ll take RP. It’s been a while since I played any of the Fallout games, but iirc, that’s how they work it”
That is exactly how it works in Fallout 3, because the writers had no idea how radiation actually works…
Getting all kinda sciencey*… water doesn’t hold radiation well, like at all. Irradiate it, nuke, etc, and it sheds excess electrons and neutrons as fast as they pour in. It’s just not a medium that ‘becomes radioactive’.
However, the solid particles dissolved into the water can become radioactive. So if you filter the water, or distill it, the filters will become contaminated with radioactive particles (and eventually dangerous to handle), if you boil water in a still, the boiling vessel will be contaminated and eventually irradiated and dangerous to handle…
Solar stills will work fine, the collection devices wouldn’t get contaminated… but you have to leave those open so who knows how many contaminates are just getting in there via small air currents blowing dust around. Then you just have the contaminated residue in the dehydration trays or the ground itself (whichever type of Solar Still you’re using). But solar stills are inefficient, bulky, and a pain in the rump.
.* Because that is my one big pet peeve with Fallout 3, they not only got the ‘science wrong’ but they really did a shit job tying up that plot line. man F3 was just all kinda of … bleh to me. Fallout (1) for life!
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