As if I don't have enough projects on my plate, active or waiting in the wings, I have an idea for a campaign I really want to run on my podcast. So in the interests of actually trying to get this idea into the light and make it happen, I'm going to chronicle my developing it on this blog. At least for a few posts. I don't know how many posts it will take me to get it where I need to actually start testing it with people / running the game. Or far enough along that I wouldn't want my players to get some insider knowledge. Or I hit the point where I really need their input.
Wow, I'm babbling a bit. Eh, this post at least is going to be stream of consciousness-esque.
Okay, so I want to run a Black Math game in Red Markets, but with a bit of a twist. First, Black Math in RM is a type of cult who's main ethos is that for humanity to survive some people need to take on the burden of killing as many zombies as possible. Because every human who dies is potentially a zombie who will kill more people and bringing in reinforcements to the human side takes at least fifteen years. If you're willing to put kids on the zombie killing line. Basically, it's a cult about upping your Kills to Death (K/D) ratio. A Black Math game would be a campaign where all the players are members of Black Math.
The twist I want to play with is that the leader of this particular branch of Black Math is all about the long-term. None of this going out in a blaze of glory with "a significant subtraction" — it's your duty to last as long as you can in order to build a sustainable community which can methodically eliminate zombies, reclaim territory, and survive against the American Recession government whenever the T-Minus Never comes.
First, I developed the leader of this group, bouncing ideas off of Partner and here's what we came up with. This person is an IDF soldier who was over in Colorado training American troops as part of an exchange program when the Crash went down. They were swept up into Operation Utility, in a company pushing west from Colorado, securing a variety of sites and moving on to the next. When Gnat's Whisper went out, the company was down to a couple squads, they were in command through attrition and knowing what the heck they were doing, and were going by the name Masada. Masada's reaction to the Whisper was basically a 'no shit, what else were you idiots expecting? Come on, we have another site to secure.'
Second, I figured that after surviving Operation Utility, they'd want somewhere very defensible. I remembered that there's a bunch of islands off of the West Coast, near Portland and figured an island would fit the bill nicely. So, I'm going to need to site down with Google Maps at some point soonish and pick out an island I think you could fit 500 (ish) people to live on. Not necessarily grow crops for 500 people on, just shove them all on the island.
Third, what did I want this campaign to be about? Well, I want it to be about building this long-term plan for the community. Which is slightly off from the ethos of RM, so there's going to have to be a lot of hacks / sub-system I build on-top of the current system to make this game. Which is going to be the majority of what I'll end up writing about in these blog posts, I expect. There's already rules in Red Markets for long-term investments, small businesses, and group retirements, so I don't think this is directly contrary to the assumptions of the game. But I do think I need to really think things through before we get to the table.
I also know I want to start the game from year one, basically right as the Crash is happening and you need to scramble to keep build your enclave. So I know I'm going to need to think through what sort of loot is available for the players to bring back to the enclave and how that changes over time.
I need to figure out the set of things the enclave needs to develop to become self-sufficient. The things that need to happen so everyone doesn't die in the short-term and how those help or hinder setting up long-term solutions. I'm planning on having the players be Takers in the original sense of the word in game, so they aren't going to be making bounty to upkeep their gear — which means I need a system in place to represent how much the community can put towards keeping them and their gear in functional order (whatever I set up for this, I'm going to call this 'stat' Support).
My initial list of things I'll need to track are:
- Internal social structures
I'll walk through an example for Food next post (hopefully Monday), because I think that's going to be the easiest way to think through and illustrate how I currently think things will work. But before I go I do have some thoughts on the internal economy of Masada's Redoubt (because obviously that's what it named itself in my head) — a cross between a kibbutz and American military socialism. Don't argue with me, the American military, internally anyway, is fairly hierarchically socialist. Your housing, food, shelter, and medical care are supposed to be provided by the state actor (the military) plus you have an assigned job according to your abilities and training. What else is an IDF soldier commanding American troops going to use as a governmental model? Yes, military training to the point of self-defense (as well as defending any other civilians, particularly children) is mandatory for citizenship. I think I may need to dig into how Israel and Switzerland do compulsory military service. And I blame having read Starship Troopers at a semi-formative age. Heinlein's always blamable :P