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Post by rexbannon on Jan 23, 2014 8:17:28 GMT -8
So let me start by saying i love the crossroads region book! It is an amazing peice of rpg literature. It fully describes the region in such vivid detail that it is breath taking to ponder the possiblities for game play as a GM. But also here in lays a logistical nightmare. It is so well written that it makes it hard to prepare. As a Gm i personally like to prepare the majority of the forces in an area that can become oppistion for the party. Not the random encounters mind you those i typically do on the fly but the stationary forces such as those that inhabit sttlements or raider home camps etc. The crossroads region is great it gives you the numbers of soldiers, armor and weapons carried and used, and much much more for every settlement in the region. A lot of the work is down for you but for a GM like me i have to have a binder with every sttlement and there complete force ready to go at anytime, this poses a daunting task of going threw the book and rolling everything that the book provides to determine each individual force. Its going to take months to do this or i could wing it if the party decides to attack a settlement. I will flush out the complete crossroads region based on the random rolls for every sttlement and the mutantions that soldiers my have and once i am done will create a PDF for all to download here at the forum. Mind you that i will be using the random generation that is provided in the book itself and so some places my come out weaker for me then if you rolled them yourself but once done it will be the complete force of the entire crossroads region that will be at your disposal. Wish me luck !
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Post by providence13 on Jan 23, 2014 8:34:02 GMT -8
That is a big job; 33 communities and 98 special locations..
I just thought the random #'s were "individuals at a given time". People come and go, troops march off to war and slaves are shuffled to and fro. Hey, if this is the case, road traffic must be higher than I initially thought. :-)
I'd love to see what you post. More power to you!
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Post by rexbannon on Jan 29, 2014 11:59:57 GMT -8
Its going to take me a hot minute to do this. But once its done , oh once its done, no one will be able to take advantage of any of the settlements in the world.
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Post by rexbannon on Feb 1, 2014 4:21:12 GMT -8
I have managed to complete the first three settlements i am happy to say. Ive still got a long way to go but i wanted to post an update, also I will adding at least two new settlements that have popped up in my campaign world. The first of course is Bell 16 rebuilt into a sealed underground community that my PC's created. They have aptly dubbed it Bell town lol. Its a halfway decent add-on location, still a work in progress and only really usable if your group has completed the Beyond Red Crater module. It will serve as an example of what could be done with Bell 16 after the module is done. I can tell you this my group excavated the two remaining floors that are hinted at in the module, sealed the above ground entrance and made the interior similar to Array. The second Settlement i will be adding in is of my own design with so help kinda. Its called Cacto town. A small watering hole stopping point along the road from Overpass to Pitford. It started as my PC's luanch point, nothing more then an F-troop style fort with a handful of buildings inside but has grown do in part to the completion of the Beyond red crater module. My PC's saved the Freezies at the end of the MOD and instead of them Fleeing into space as was their main goal the Freezies decided to stay and make a life for themselves. They settled in Cacto town and within a year turned into a Walsave sized community with formitable defense capabilities.
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Post by providence13 on Feb 1, 2014 8:12:42 GMT -8
Your group is changing the world. Can't wait.
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