Abe
New Member
Posts: 48
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Post by Abe on Dec 31, 2018 9:19:57 GMT -8
So my players have just defeated then claimed Gun Station Gamma for themselves* They managed to hold the station from the Skullock attack. They want to not only operate out of the station and use its facilities (my Bio-Tech is super happy about the lab) but also wish to create a new settlement around the tower.
Judging from my players' post-game talk they want to build the town themselves instead of, say me throwing a time jump into the game. So anybody got any idea how to pull this off?
my current plan (its a whole 5 minutes old ATM) is to use some sort of encounter tables (attack, trouble, crisis, resources) to throw challenges at the new town that players have to deal with (hire troops, build defences, create facilities and so on.) and hopefully shape the town but I'm massively short details like costs (both silver and manpower).
*my players were all set up to join the NFS and I had written a new campaign around that... guess that's not happening lol)
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toddk
Junior Member
Posts: 69
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Post by toddk on Jan 1, 2019 2:36:24 GMT -8
Fun question - how are they going to keep everyone at the tower fed?
The Gun tower means it can defend itself, plus the diggers themselves can defend against threats, but you will still need a source of food and water.
I assume they can set up enough shelter that passing caravans can stop and get shelter at the location, and the PCs can use the Gun Tower as a home base to salvage whatever is nearby. They can then trade that salvage to the caravans for stuff they need.
For the Bio-Tech and the lab, where are they going to get new supplies from? Hopefully the Bio-tech can develop efficient plants that create topsoil so you can slowly have farmable land around the location. Medical plants would also be useful to help with injuries, and something to filer water with would be useful too. Depending on the skill of the Bio-tech, you might wind up needing several plants. Each one can survive in milder situations that the previous, so you eventually have a row of plants where the far end takes in polluted water, and the closest ones are healthy to eat.
Of course as the location is better and better, there will be raiders who want to live comfy lives too, and decide that removing the PCs would be a good start. Will the players realize they need to have powerful external allies in order to survive (the NFS), or will their pleas for aid fall on deaf ears?
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Abe
New Member
Posts: 48
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Post by Abe on Jan 1, 2019 3:33:10 GMT -8
It is fun and some good points. The party seems to think it's going to be able to trade for food (one is hoping to make a deal with the Skullock Village, good luck with that lol) and maybe set up a hydroponic farm in one of the rooms. They think even if the NFS won't officially protect them, they'll be patrolling the road between Pitford and Overpass.
They've got plenty of allies they could call on, they recently made friends with an merc team made of snipers, they want to build watchtowers on some of the concrete slab bits. You do raise a good question, what resource will the Bio-Lab use? The Bio-Tech has been collecting samples of everything she's come across.
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