Communities in Wreck-Age

Posted: December 5, 2011 in Uncategorized

When most people think of communities on role-playing games it only involves two things- a place where you are given your quests and a place for you to sell loot after. With Wreck-Age we are looking to have your community much more center to every aspect of the game; from stats, to motivation and most importantly to reward. Your characters cannot grow without their community and your community would be stifled without your characters, so an intensely symbiotic relationship is what (we hope) you end up with.

Rules play-testing is going on in earnest, and we plan on doing some community building play-testing and an introductory RPG adventure to accompany the combat rules in the coming weeks, but we can show a few examples now:

Communitites each have their own traits, called “Characteristics”. These Community Charactaristics give (as the name implies) the feel of the community.

In creating a community, you are given 25 points to allocate to the different Community Characteristics. These are very similar to the Characteristics of Individuals, such as Shooting, Power, Action Points, except that they represent the entire community as a whole, rather than one individual character.

Here is an example of technology levels, which believe me, is subject to change.

Tech levels allow you to craft machines and items that give you more of specific resources, rather than having to trade for them, but you also have to use energy to upkeep those machines. Higher tech level communities are also much more likely to be raided by others who want to gain access to what they have.



Level 1 Comparable to bronze age, although there will be rudimentary understanding of firearms and writing., running water is unusual in a settlement of this type, unless they happen to be next to a river or stream
Level 2 This is the most common technological level of small settlements. They will probably not have much in the way of machines, but will have the basic ability to use energy for the most critical of tasks, such as food storage and basic lighting. This is a similar technological level to those in the old west, with a smattering of knowledge and understanding that higher technology does exist, just not how to utilize it effectively.
Level 3  In many ways, this is the average 20th century household (although probably in a developing nation). There will be basic, but unrealiable amenities, such as running water (or a mechanically operated well), electricity, the ability to run a simple network, and the ability to utilize wind and solar power.
Level 4 Will have access to heating and cooling, which will allow a community to gain an easier foot hold in otherwise unhospitible environments. Will also be able to extrapolate moisture from the air for fresh water, and will have basic knowledge of fusion power.
Level 5 Pre-exodus levels of technology; access/understanding to all sorts of life-sustaining medical equipment. It is very rare to have a community of this tech level go unnoticed by all sorts of nefarious elements, and a community with technology this advanced will have to constantly defend themselves from all manner of assault on their way of life. Even with all the luxury afforded by this level of technology, the easy life, it ain’t.
Level 6 Technology levels so advanced that they are most likely non-existent on earth.

Ultimately the theme to your community is up to you as well. Feel free to to adopt a theme that goes along with established canon, but keep in mind the factions are meant to be morally ambiguous so you may come up with something like this if you like:

Small Reclaimer Community- Deluge

They were hunted for their heresy after a failed coup in their data haven, in which they hoped to erase all information that could lead to another collapse. Simon lead them, taught themthat the Reclaimers should filter the knowledge from the world before, so they do not make the same mistakes, and for this they were outcast. Committing one last act of heresy, Simon’s followers managed to steal and delete their brotherhood’s knowledge of the swampland, ensuring that their pursuit would not be easy.

Now they lived in a small patch of land outside Houston, one of the few dry spots not yet overtaken by the bayou. By day they scavenged for weapons and parts, always sure to be back by nightfall in order to avoid the swamps more dangerous denizens. Each night the discussions picked up where they left off, the Reclaimers deciding what pieces of history should be kept, what technology was more dangerous than useful. They were steadily reaching a consensus- their brothers had to be brought into the fold, or be stopped at any cost.

They named their community Deluge and begun constructing semi-permanent shelters, most of them had become enamored with the harmony and peace that the venomous overgrowth allowed them. The inherent dangers of the bayou had stopped their pursuers, it was only fitting that they strike out from the same bog, hardened and more determined from their experience.

We really anticipate your comments either on this page or on the forums. Thanks again for your support!


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s