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==Community Development== After the encounter and character development, the community responds to the event confronting them this year. Using their PCs as personas, the players decide how the community responds. Players take turns talking. Players should not talk unless it is their turn. If players ask other players questions, the answers to those questions should wait until the other players turns. ===Projects=== After each player has had at least 1 turn to talk, any player can start a project on his turn. After a player starts a project, every player must do a project on his turn until all of the players have finished their projects. *If there is only one player, he does four large projects. *If there are two players, each player does two large projects. *If there are three players, each player does two small projects. *If there are four players, each player does one large project. *If there are five players, each player does one medium project. *If there are six or seven players, each player does one small project Each project can develop or sacrifice levels of economy, environment or equity. A project cannot develop and sacrifice the same defense. If a project develops the community's economy, it cannot also sacrifice the community's economy. If a project sacrifices the communities equity it cannot also develop the community's equity. Each project must develop at least 1 level of a defense. Projects do not have to sacrifice any defense. Projects cannot sacrifice more levels of any defense than the current value of that defense. *Large projects can develop up to 5 total levels of defense. *Medium projects can develop up to 4 total levels of defense. *Small projects can develop up to 3 total levels of defense. *Projects cannot sacrifice more total levels than they develop. The difficulty of a project is 7 + 2 × the number of levels developed - 5 × the number of levels sacrificed. When a project succeeds the development levels are added to the defenses developed and the sacrifice levels are subtracted from the defenses sacrificed. When a project fails, the sacrifice levels are subtracted from the defenses sacrificed but no defense levels are gained. TODO: project ideas - post-apocalyptic industrialization, DIY, low tech, old tech, human power, steam power, aerial rope transport... ===Evaluation=== If the players worked together and developed creative projects that could work, the GM gives their community 2 bonus levels of one defense or 1 bonus level of two defenses. If the players did not communicate well or had trouble coming up with good projects, the GM gives their community 1 bonus level of one defense. The GM should assign the bonus levels to the defense that reflects the players behavior and the design of their project. If the players demonstrate a lot of concern for their community's environment, give them a bonus to their environment defense. If the projects are all designed to make money, give them a bonus to the community's economy. If the players work well together and show concern for the people of their community, give them an equity bonus. ===Community Development Example=== Adam, Brian, Cynthia and David take turns discussing their community's needs. On Adam's second turn, Adam discusses some concerns that Brian brought up on his turn. On Brian's second turn, Brian says that he is still trying to think of a good project. On Cynthia's second turn she decides to cut down all the trees on her property. This will provide her with clear fields of fire if raiders attack, and she can sell the wood, benefiting the community's economy. Four players can do large projects that develop and sacrifice up to 5 levels of defense, so Cynthia sacrifices 4 levels of environment to develop 5 levels of economy. The difficulty of this project is -3 (7 + 2 × 5 developed - 5 × 4 sacrificed.) Cynthia cannot roll less than 1, so the project is automatically successful. The community gains 5 levels of economy and loses 4 levels of environment. Now that one of the players has started a project, each player must do a project on their turn until each player has finished their projects. On David's second turn he decides to plant some trees to protect the town from the erosion and flooding that will surely result from Cynthia's clear-cutting. David decides to rely on volunteer labor so he does not need to sacrifice any economy or equity. He plans to develop 5 levels of environment. The difficulty is 17 (7 + 2 × 5 developed - 5 × 0 sacrificed.) David rolls 14, which is not enough. "I guess no one wants to help me plant trees." The community does not lose anything because nothing was sacrificed, but the community does not gain anything because the project was not successful. On Adam's third turn, he decides to salvage David's tree-planting project by selling rights to eventually harvest the trees to wealthy investors, sacrificing 1 level of equity to develop 2 levels of environment and 1 level of economy. The difficulty is 8 (7 + 2 × 3 developed - 5 × 1 sacrificed.) Adam rolls 8, which is just barely enough to succeed. The community loses 1 level of equity and gains 1 level of economy and 2 levels of environment. Brian decides the town lacks community spirit because everyone is unemployed and rich "fat cats" are sitting on the community's wealth. On his third turn, Brian takes over an abandoned factory and runs it as a worker cooperative with other people who used to work at the factory. To make sure the business is successful the workers contribute all of their personal savings and equipment to the new business. He sacrifices 1 level of environment and 2 levels of economy to develop 4 levels of equity. The difficulty is 0 (7 + 2 × 4 developed - 5 × 3 sacrificed.) Brian cannot roll less than 1, so the factory takeover is successful. The community loses 2 economy and 1 environment and gains 4 equity. After Brian's third turn, every player has completed their projects. The GM likes the way the players worked together to limit the environmental impact of Cynthia's project and used the resulting economic recovery to re-open the factory, so he awards the community 1 level of equity and 1 level of environment.
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