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Old 02-06-2017, 05:23 PM
Matt W Matt W is offline
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Join Date: Sep 2009
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Quote:
Originally Posted by Giorgio View Post
TMP FB page

Hello everyone,

Below is the post I wrote on The Morrow Projects Facebook page; I copied and pasted it here for better visibility after I learned from Chris Garland that this was a good place to bring up a discussion on topic. I will be posting a follow up in a new post in these forums later.

Not in my original FB post, as I didn’t have my notes on hand; when I talk below about “settlements” as they pertain to the Pathfinder RPG game; this is the kind of template and guidance I have in mind, that would make my job as a TMP 4E GM much easier.

Pathfinder Settlements

Pathfinder Settlement Tools


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Hello All!

I recently purchased and I am currently reading The Morrow Project 4th Edition, as a new GM with no prior experience I have some questions, any assistance welcome.

SNIP

4- Which of the many TMP fan sites forums are more TMP 4E new GM friendly and conductive to good discussions and gaming resources?

SNIP
Welcome!

I like to think that my stuff is fairly "4th ed-friendly" https://morrowproject.wordpress.com/


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.
As far as I know, the only "official" details about Prime Base are in the module "Prime Base". However, this is generally disliked by the fandom and there are numerous unofficial variants. A few Google searches should yield results. Regional Bases have not been officially described

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.
I would treat this as EXTREMELY optional. Just create the settlement as you see fit. The objective is to entertain, after all. No player is going to check your maths.

SNIP
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?
You must have been unlucky. My edition is clear. Which bits need more details?

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.
I suspect that maps were omitted deliberately - to allow you to place Evanstown wherever you wish. I recommend using an area that you are familiar with and using "real world" maps (using the PD's home town is a common approach)

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.

-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.

Thanks for everyone who has read this far and provided feedback!
"Upgrading" the survivor community is IMMENSELY complex. As far as I know, none of the official and canon modules give any real guidance on this. Also, I suspect that it would be more complex than your players would enjoy. But - of course - you know your players better than I do. I would suggest that you plot out a couple of things that might interest your players and let them "own" those projects

Here is a (partial) list of ideas
https://morrowproject.wordpress.com/...l-initiatives/

Here is my (totally unofficial) 2-page checklist for Recon Teams
https://morrowproject.files.wordpres...cklistcard.pdf
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