Editing Resilience
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A community with a prosperous economy is flexible, connected and launches projects quickly. This is your community's defense against emergencies, breakdowns, sabotage and bankruptcy. | A community with a prosperous economy is flexible, connected and launches projects quickly. This is your community's defense against emergencies, breakdowns, sabotage and bankruptcy. | ||
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===Environment=== | ===Environment=== | ||
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A community with social equity enjoys fairness and respect between community members of all classes. This is your community's defense against demoralization, propaganda and psy-ops. | A community with social equity enjoys fairness and respect between community members of all classes. This is your community's defense against demoralization, propaganda and psy-ops. | ||
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==Events== | ==Events== | ||
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*If there are six or seven players, each player does one small project | *If there are six or seven players, each player does one small project | ||
− | Each project can | + | Each project can develops 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 and sacrifice up to 5 levels each of one or two defenses. Medium projects can develop up to 4 total levels of defense and sacrifice up to 4 levels each of one or two defenses. Small projects can develop up to 3 total levels of defense and sacrifice up to 3 levels each of one or two defenses. | |
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− | + | To find the difficulty of a project: Add 15 to the total number of levels the project develops minus the total number of levels the project sacrifices; Also subtract the maximum number of levels the project sacrifices from any single defense. | |
− | + | Example: A project develops 5 levels of environment and does not sacrifice any defense, so the difficulty is 20 (15 + 5 developed - 0 sacrificed - 0 maximum sacrifice.) | |
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+ | Example: A project develops 1 level of equity and sacrifices 5 levels of environment and 5 levels of economy, so the difficulty is 1 (15 + 1 developed - 10 sacrificed - 5 maximum sacrifice.) | ||
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+ | 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. | ||
===Evaluation=== | ===Evaluation=== | ||
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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. | 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. | ||
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==Success== | ==Success== | ||
Choose a new event and a new encounter for each year, followed by the year's character development and community projects. The game is finished when time runs out, the community reaches a sustainability goal (at least 15 economy, 15 environment and 15 equity?) or the community fails (hitting 0 economy, environment or equity?) | Choose a new event and a new encounter for each year, followed by the year's character development and community projects. The game is finished when time runs out, the community reaches a sustainability goal (at least 15 economy, 15 environment and 15 equity?) or the community fails (hitting 0 economy, environment or equity?) |