Editing Resilience

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 53: Line 53:
  
 
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.
 
 
===Environment===
 
===Environment===
  
Line 61: Line 60:
  
 
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.
 
===Example Communities===
 
 
New Manchester
 
:15 economy: factories
 
:5 environment: pollution
 
:10 equity: uncomfortable tension between unions and management
 
 
Happy Bunny Commune
 
:3 economy: struggling to stay afloat
 
:20 environment: perfect harmony with the Earth
 
:7 equity: constant bickering between vegans and vegetarians
 
  
 
==Events==
 
==Events==
Line 120: Line 107:
 
*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 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.
+
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.
+
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.
*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.
+
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.
  
TODO: project ideas - post-apocalyptic industrialization, DIY, low tech, old tech, human power, steam power, aerial rope transport...
+
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.)
 +
 
 +
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.)
 +
 
 +
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===
Line 136: Line 124:
  
 
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.
 
===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.
 
  
 
==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?)

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)