Choose Your Apocalypse

Choose Your Apocalypse

Preparing to play Apocalypse World: Burned Over with Jay and Aaron. Their playbook choices are kind of rootless, so I’m offering up some setting choices.

PIC: Skull with flaming top of head icon

TEXT: APOCALYPSE WORLD: BURNED OVER

make the post-apocalypse seem real
make the PCs’ lives interesting to you 
and play to find out what the PCs make of their world

Red and Yellow gradient in text, crumpled poster texture over it all
https://lumpley.games/burnedover/

Here are a few ideas:

The Simple Desert: There are a few places where people dwell but it is all highway and desert in all directions. Where are you on an olde world map? Who knows? Who cares? Where are you getting your next drink of water?

Empirepocalypse: Eastern Seaboard, raise the sea level by 30 feet or so. Start in NYC, where people are surviving in skyscrapers, boats, remaining bridges and that ole decommissioned aircraft carrier/museum parked there.

Too close?

The Underground: Whatever happened on the surface, only people who retreated underground survived. The world is a series of tunnels and underground highways linking old mines to old missile silos to old government vaults.

Low Earth Orbit: There are enough space stations in orbit that the last of humanity is clinging to life while orbiting the tombworld called Earth. Moon-base, space elevator and a few space stations put up by the last of the space-capable powers before the apocalypse 50 years ago (India, China, Russia and the Vatican). Motorcycle gangs = jet pack gangs. Semi-truck = space shuttle. Interceptor Car = Orbital Fighter Jet.

We made a choice. An Operator and a Weaponized in Low Earth Orbit. Excited!

Apocalypse World: Burned Over title

Low Earth Orbit with funky, gritty, scifi fonts and cool green glow over a pic of the earth from orbit.

The Hard Zones are as follows:

The Olde Station – the piece of crap first floated into space. Often called The Tomb.

The Last Elevator – the last tether to Earth, used to grow food and transport those with the resources and the bravery to set foot on the ruined planet that birthed our species.

The Moon – our species’ first stop in space, now home to the closest thing to a city that remains and the defiled historical site of the First Landing.

The Highest Cathedral – the Vatican’s first orbital platform, an ambitious half-completed cross floating in space. The Jesuits produce some of the finest scientific minds left.

The Zhenbao-Damanski Station – Where Chinese and Russian clans play out the last pathetic breaths of earthbound political rivalries with Indian families trying to broker peace. The original name for the station is lost, now it is named after an island Russia and China fought over back on Earth.

I can’t WAIT to see their playbook decisions. They will say so much about the setting.

If you’d like to see more Apocalypse World: Burned Over Low Earth Orbit stuff, please check out the link to the Low Earth Orbit Index below.

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Revisiting Planescape

I’m running a Planescape game tonight using the Bingo XP Variant and Five Torches Deep and here’s what I sent to the players and a Portal move inspired by AW: Burned Over.

I have no idea if tonight’s game is going to work. It has been a minute since I’ve played a d20 D&Dish game. We’ll see! Thank you for giving this a shot with me.

Planescape was this cool setting where the game implied in the boxed set was this city at the center of all worlds and the players take part in these oddly philosophical factions as they venture out into the Outlands and adventure. The adventures in the Outlands were supposed to ripple out into the rest of the planes of reality.

Made by me with Affinity Design, inspired by the map from the 3E Manual of the Planes Outlands map by Todd Gamble

It seemed to me that NO ONE PLAYED IT THIS WAY. Everyone was excited by this city and ended up being a bodyguard for a dwarf crime lord with fire for hair or doing security for an ogre opera house. I dig that but I’ve done my faction-minded fantasy crime saga stuff already. So, I’m trying to play it this way. – into the Outlands.

When folks go out into the Outlands in our game everyone knows. Word gets out. It is DANGEROUS out there. You could get dragged to hell – literally dragged to hell. In our game there is no money nor fame to be made in Sigil. Real fortune is made in the Outlands (and of course we’ll visit Hells or Heavens or Elemental Planes of Fire as needed). The cool thing about Sigil, the City of Doors, is that you can get anywhere from here. If you are interested in a world you learn about on your adventures, opening a gate is something anyone can do if they are willing to expend the will and time to do so.

When you get back from your adventure the philosophical factions will gather in a plaza near where you live and debate your actions with you. No judgment, just a spirited debate on how this made the planes better or worse. It is a big event. Everyone gets dressed up.

But first an adventure…

Thank you for playing.

Image by Peter H from Pixabay

When you want to find a portal to another world, sit down with your friends and figure out everything you all know about this place and how you learned it. Consider your sources. If anyone you know might know more, invite them to this palaver.

Names, anything made in that place. Lay it all out on the table. Where in the planes are you guessing this place might be? Make a map of the planes as you understand it and put your guess on the map.

NOTE: I’m not saying sit down and make up a place. I’m saying you must’ve heard of this place in-game. Sit down and discuss that before heading through the portal to otherwhere.

What do you have that could be a key to this place?

The DM will saying, “Sure, you could try to get there but…”

  • your guess as to where this place is in the planes is a little off, you’ll end up somewhere dangerous but nearby
  • you need more lore about this place, you’ve heard X knows about this or has info on it
  • you need an item/spell/artifact made from this place, in the Outlands, there is a place that you can get more
  • you need more items made from this place, it is going to cost you a devil’s ransom in gold
  • someone else in Sigil or beyond wants to go there too and you’ll need to pool your resources to open the portal

Inspired by Tinkering in AW Burned Over by Meguey and Vincent Baker et al.

I’ve got an adventure outline, taking what I’ve learned from a year of Trophy Gold incursions, written by me, written by others, adapted from modules and turn it towards Outlands adventures.

Incursions for Trophy Gold? Here ya go.

What the eff is Trophy Gold? We’ve got a podcast all about that.