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Old 02-06-2017, 12:16 AM
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Quote:
Originally Posted by Giorgio View Post
Core Rulebook Chapter 13: Survivors
-Some more information about Prime Base, Regional Bases, and bolt-holes/team locations that can be used for running a campaign would be very useful and welcome. Also, more maps and blueprints/layouts of interior spaces, pre-generated NPCs and settlements, player handouts, and plastic minis or pawns would all be good candidates for future supplements/expansions.
There is a short section on Bolt holes bases and such in 4th edition. It is all very general. Each of the modules has more specific information. I suggest you purchase the modules (Project File) starting with PF-01 Liberation at Riverton.

Quote:
Originally Posted by Giorgio View Post
Core Rulebook Chapter 14: Survivors Equipment and Economics
-This section is VERY math heavy and intimidating to me as a new GM. More detailed example on how to build settlements step by step (like Hope and Grinder), an empty/default settlement template/sheet AND a completed version (of Hope and Grinder), and “upgrade templates” (showing cost, time, labor, resources) for different tech levels for each of the eight identified sectors [Agriculture, Extraction, Manufacturing, Transport, Energy, Communications, Healthcare, Weapons] would be very, very useful and help me to better understand the material.
This is so broken as to be virtually worthless. MMartin798 has done a fantastic job unraveling much of the core rulebooks examples. The problem is the section is incomplete, changes inputs/outputs without explanation, and misses tables.

Quote:
Originally Posted by Giorgio View Post
For example, if I had a full “settlement sheet” of Hope (I can expand on this upon request), and basic information on available labor, resources, and tech base and some “upgrade templates” like “+ x labor, x time, x resources, x tech base to upgrade the military/defense sector to the next tech level” I could as GM calculate what kind of effort the PCs would need to achieve in order for a marked difference to be made on their world/environment, and to help make informed choices.
GM to Players (example): Hope has a Labor pool of 10, a Resource pool of 7, and a Tech Base of F in Agriculture, Extraction, Manufacturing, Transport, Energy, Communications and Healthcare, and a Tech Base of E in Weapons. It will cost you the following points to upgrade any sector from Tech Base F to E: Labor 30, Resource 50, Time 6 months; double that to go from Tech Base E to D. You can’t build everything you want with the time, resources, skills, equipment and technology you have on hand; what to you want to prioritize and start first?
Neither Chris or Robert has produced such to my knowledge. You can read the 4th Economics thread and maybe some of it will be better explained here.

Quote:
Originally Posted by Giorgio View Post
Core Rulebook P. 205; The image is very blurry and I can’t read some of the numbers, do you have a better image available to print?
I don't have the book available to me. Maybe buy the digital download and enlarge the image?

Quote:
Originally Posted by Giorgio View Post
Core Rulebook P.304: The Day the World Begin (Sample Scenario)
-As a new GM, this section feels rushed and incomplete. As the only non-rules/background section of the book, it is my view it falls short in assisting a new GM to get a campaign off the ground. Where are the maps of the surrounding area showing the location of the bolt holes, the supply catches, the town of Evanstown and the nearby settlements and points of interests? Where are the handy list of Evanstown NPCs, available supplies for sale or trade, and map of the town? This section could use a bit of expansion to make it more new GM friendly.
Yeah. I don't have book out. I think it is meant to just get you started and you as the PD fill in the blanks... Aka set Evanstown in any State you wish, fill it with your own NPCs, etc.

Quote:
Originally Posted by Giorgio View Post
Core Rulebook P.305: Evanstown
-The info on the town is a good starting point yet I feel that its missing a one page printable “settlement block” info that summaries the info in a GM friendly way.
I think it was meant as a suggestion and the PD goes with it from there. After a few years I don't see it happening.

Quote:
Originally Posted by Giorgio View Post
-The focus of this game is rebuilding America, and I feel like the book is lacking guidance in how to get that implemented in game. For example, Evanstown is stated up, but it is not clear how it can be “upgraded” once TMP personnel get involved. Let’s say the PCs find all 6 supply catches, and decide that this town will be their base of operation and will be “upgraded”. How many people can be involved in improving the town (manpower/labor), what areas can be improved (defense, education, health, trade, infrastructure) at a cost of what effort(time/resources/labor), and how will it affect the surrounding settlements once word gets of “the rich and powerful strangers from the past” as the PCs start hiring local labor, trading, and brining new knowledge and technology to the world? More clarifications and example would be very useful.
That is all in the Role Play. How does a town work? Is it a democracy, a theocracy, a dictatorship, a feudal kingdom? Is their enough food, clean water, and homes for everyone? Who wants to kill and enslave them? The King, the Mayor, or the Warriors of Krell not 20 miles down the road?

Some of the focus changed...In 3rd edition it was to save "civilization" and now in 4th it is to "restore the United States of America". So what that means is up to the PD and the players. Good Luck!
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