Thursday, November 4, 2010

Apocalypse Manager

Apocalypse Manager

A modular mini-game for RPGs set during impending Apocalypse

You need:

  • A GM and at Least Two Players
  • A Deck of Cards
  • Paper and a Pencil
How to Play Apocalypse Manager:

Have the GM ask each player the following three questions: (Feel free to rephrase this to more tightly match your game.)

  • Does your character have more food or water than she did at the beginning of this session?
  • Did your character actively prevent the death of innocent bystanders this session?
  • Did your character generally behave this session in a way her parents and grandparents would consider to be law-abiding?

For each Yes answer, deal that player one card from the deck. The GM then deals himself one card per player (minimum three cards). Players then choose how they want to distribute their cards. Players can play cards into the Global pile, the National pile, or the Local Pile (or any combination).

  • The Global pile affects how the apocalypse is progressing across the entire world.
  • The National pile affect how the apocalypse is progressing in the nation or larger region where the characters live.
  • The Local pile affects how the apocalypse is progressing in the town or local area where the characters actually live and work.

Once the players have distributed their cards, everyone reveals their cards, including the GM. Players must determine if they have beaten the GM on the Global, National, and Local levels.

If the GM beats the players in one of these three categories, add one to that Apocalypse level. For example, if the GM beats the players on the Global level after the first session, the Global Apocalypse Level is 1.

If the players beat the GM in one of the three categories, subtract one from that Apocalypse level. For example, if the players beat the GM on the National level after the first session, the National Apocalypse Level is -1.

Whenever any of the apocalypse levels reaches 5, add one to the other two levels. If Global, National, and Local ever all reach 4 or higher, the campaign ends in a fiery apocalyptic doom.

Whenever any of the apocalypse levels reaches -5, subtract one from the other two levels. If Global, National, and Local ever all reach -4 or lower, the campaign ends with the whole world safe from the apocalyptic threat. The apocalypse is over.

It is up to the GM and the players to determine what actually gets better or worse about the world as these three Apocalypse levels go up or down. Here just a few examples to spark your creativity:

The beginning of the first Matrix movie is at Global 4, National 4, Local 3.

In my opinion, Mad Max Beyond Thunderdome has a Global 2, National 4, and Local -2.

The movie Shaun of the Dead reaches Local 5 by the end.

28 Days Later is a good example of National 5, but the rest of the world is fine, so Global is -3.

Planet of the Apes is post-apocalypse, so all Global, National, and Local are all in the negative.

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