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In 3rd edition there were no regional HQ bases. (Created by fans of the game, regional bases were added in the 4th edition.) There was Prime Base to serve as HQ. (IIRC) There was an implication that there was an unmanned back-up base that the teams could find to wake up other teams. In Final Watch it states that the Command unit of Combined Group Seattle has codes to activate the other units in their group. Unfortunately, the ash covers the recieving antenna of the other units blocking the signal so Command cannot activate them.
From my understanding Morrow would travel to the future, return to the "present" to check the progress of building the project then again travel to the future. He did this several times. My guess is that each time he went into the future he saw one of two futures. The first future proceeds where the Project works as planned. The second future progresses where Prime Base is lost, the factions (Breeders, Frozen Chosen, Krell, KFS, etc.) emerge, and the success of the Project cannot be guaranteed. Morrow had to build the Project to address either outcome, to best of his ability without tipping off those on the Council of Tomorrow who eventually set up their own facilities (like the KFS and Chosen). Despite his best attempt to hide it those individuals would discover his dual plans about half of the time. For the PC's the game is set where they find out and split their own program from the Project. The 79 members of the 15 teams in the Seattle group were scattered around Puget Sound. In 1980 there were about 2 million in the metro area. In 1990 there were about 2.5 million in the metro area. This raises the question: is this ratio of 15 teams with about 80 personnel per 2,250,000 pre-war population used across the entire nation? ArmySGT's post in the final Watch thread (http://forum.juhlin.com/showpost.php...5&postcount=11) shows the destruction in the Pugent Sound area. Just 80 people to assist the 60,000 - 100,000 survivors over an area about 5,000 square miles, five years after the bombs fall? Seems more like a token effort to me. Using this ratio there are about 9,000-11,000 Project members using about 2200 vehicles. How about this possibility? In 4th edition the regional bases are added. Prime Base is again lost to an attack. Before death the base's few survivors again set up a wake-up program in the base's EMP protected computer that malfunctions and wakes one team at a time. Each regional base becomes a back-up base for the Project. Each regional base has a fail-safe computer that will wake up the base's command unit six years after the the nuke attack. Unfortunately, these computers were not installed with EMP protection being sabotaged by moles of the Rich Five. Once again only one team is awaken at a time like in 3rd edition. |
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Which is why I think things were a set up and Bruce Morrow had other plans for those teams. He knew such a small sized group couldn't really do anything but in the future when there were less people they would be a whole more effective.
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There is the issue that the support structure is wholly inadequate, but the published material in 3rd edition was pretty thin and gives every evidence of simply having been poorly and perhaps inconsistently written. This is not unique to TMP, most fiction franchises run into this problem, it comes from putting specific objectives (like "exciting game play" and "meeting deadlines") ahead of creating a coherent fictional universe. If you want to reinvent Morrow as a villain, go ahead, but I prefer to keep the tone of the game intact and change the details that are inconsistent with that tone. |
Eh, maybe I'm just seeing a conspiracy were there is none. But then again when I look at the teams themselves, they sheer amount of total fails that happen you almost can't see not being deliberate you have to wonder.
Then again you can also see it as a game written by people who didn't serve in the military or didn't understand just what would be needed to actually work. |
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There isn't any indications that the Project had thousands of people. How do you get brilliant, productive, healthy, well adjusted people to give up their lives, and families to be cryogenically frozen and help in the recovery of a nuclear war? That is a tough sell. I have always believed the Project has lots of equipment and very few people. |
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Richard is very approachable and I think Tri Tac games will be at GenCon this year too. All the modules written by Timeline? I don't know anything about any of them. Joeseph Benedetto is a recent member here and could maybe answer that. Most of the failures are simply a plot device to explain why the PCs are out there on their own. |
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If we call the population they were meant to serve X, accept 242.3 million as the US population in 1987m and assume that the civilian-to-team member ration in Seattle is typical for the US, then the "group-level" staff of TMP is simply 79 * (242.3 million / X). Varying X from 0.5-3.0 million gives us a group-level Morrow roster between 6,381 and 38,283. A roster of less than a thousand becomes patently absurd by simple math, unless you concoct some reason why Seattle would have a substantially higher-than-normal concentration of team members, something that I do not believe is supported in 3rd edition and probably has not been addressed in 4th edition. Quote:
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Or they left up to us to figure out down the road and debate on a forum twenty some odd years later...
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My biggest reason for needing to come up with a realistic failure scenario is that if I ever pulled my gaming group back together, they would ask questions and if they ever get to a point where they get answers (inside prime for example) I want the best possible answers.
Due to their real world jobs they have seen real world failures (one is a forensic accountant specializing in huge corporate bankruptcies). They will accept that failure can happen. However if their characters chose to give up everything for a project at a minimum I would expect they would have needed to have some confidence in the planners. For example how did the project get Phoenix team to join if they could not handle basics concepts of redundancy? Phoenix are portrayed as pretty sharp dudes who would have not just accept "oh we have everything covered". |
Then the first question becomes "what reasonable steps would TMP have taken to wake everyone up?", and the next question becomes "how then can this be circumvented?"
On the first, I would expect a given team to be awoken under any of the following circumstances: 1) Wake-up call from Prime Base 2) 5-year timer runs out (timer can be remotely reset by anyone superior in chain of command) 3) Bolthole is compromised 4) If any of the capsules fail*, endangering the crew - this might just awaken the CO and/or medic(s). I would also expect that members at any given command tier have sufficient knowledge to take command at the tier above in the occasion that this is necessary, but that there are safeguards to prevent a coup (we can discuss this issue later). I would likewise assume that teams have the ability to go back to sleep if they feel it necessary, like, for example, if the area was too radioactive. As to the second, here is my first stab: Don't assume a screw up on the part of leadership, assume enemy action. Shortly after the war, before they knew about Krell, Prime Base sent out a coded set of commands to all the teams and facilities - the timer reset code, followed by request for a reply indicating the status of each facility and the success of the reset. This was considered a necessary step to ensure that the system worked and to determine the status of the Project as needed for planning. Unfortunately, one of Krell's hackers got lucky** and captured and recorded the signal, not knowing what it was but recognizing any powerful post-war transmission as important. They were even able to establish a rough location of the transmitter off of the signal, leading them to the area of Prime Base. During the attack on the base, that same hacker wanted to rebroadcast the signal to see if they could gain some situational understanding of its purpose. Taking advantage of Krell's control of the exterior, he found Prime Base's powerful transmitter and patched into the system, drawing on the base's own power and using it to broadcast the signal over and over again while he monitored the area for a response. His efforts wound up being for naught - the nuke was detonated shortly after, killing him and damaging his patched-in hardware, slowing his retransmit rate by a factor of 2^15. Instead of transmitting every 30 minutes, it was transmitting every 2 years, powered entirely off of the base's own power supply. After the Krell attack, command tried to wake up the designated backup command location, knowing that if for some reason that failed, the timers would wake up the entire Project in a few years anyway. They failed because the nuke had not only damaged the hacker's timer but also the communication line between the base and the antenna. They attempted to repair the damage and resend, but all died before they could even make it to the site of the damage. So the result winds up being much the same - the Project made no ridiculous mistakes, but the Project is still asleep thanks to a damaged transmitter hardwired to a fusion plant that resends the timer reset faster than the timer can wake anyone up. For the first century or so, the only teams being woken were due to exterior damage to the bolthole or deliberate actions by groups like Krell and the Kentucky Free State, either of which tended to lead to the destruction of the team. Capsule failure has started to be an issue in the last few decades, but not enough to wake up many teams. The big command facilities were better protected and none of them have experienced any survivable failures***, and prior to the PC team none of the handful of teams to survive their unplanned awakening were able to establish the kind of contact needed to awaken the Project. The bulk of the losses to the Project, besides Prime Base, happened in the war itself or due to predation. *: Note that surviving the capsule is not guaranteed even if the capsule reports itself to be working perfectly - survival is dependent on the capsule AND the individual. The capsules themselves have many backup systems and an extremely low failure rate, even though some will not be revived from nominally functioning capsules. **: Going with one of Pixar's admonishments to writers - using coincidence to get the protagonists INTO trouble is good writing, using it to get them OUT of trouble is bad writing. ***: So some might have gotten nuked, but none had a cave-in or capsule failure. |
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The story goes that 3 or 4 compounding failures led 90% of the work on the movie being lost. One Major executive happened to be on maternity leave and bandwitdh not being as strong as it is now she had a backup brought to her house for review. Once they realized that multiple failures in their main storage (which I look back on for inspiration how a well run company can just blow it sometimes) they sent for the unintentional offsite backup (wrapping the computer in blankets and buckling it in as it was now worth over 50 million dollars in potential lost effort). |
The timer reset is very interesting and makes sense.
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Timer failure right from the get go. Imagine that one of the Rich Five had been the manufacturer and set them all up to pass the bench test but fail after say four years and six months automatically.
That or the Timers actually do go off but some programming in the code actually doesn't wake the teams up because its looking for the wake up call and not a timer. A single line of code written wrong can doom everything. I've seen things like that happen where an update has actually derailed the entire program and no one knew it until a specific set of circumstances had passed. |
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Well the Rich Five had access to a lot of the same tech the Morrow Project had so there was some crossover, though probably more of the industrial espionage variety. Another option is Krell who was a member of the Project I believe. But honestly the home team fumbling the ball is the most believable of them all. It happens all the time.
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One alternate idea that I toyed with was reverse industrial espionage - perhaps the Rich Five originated cryogenics, and Morrow poached it from them! Quote:
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But it does not hugely impact the game, unlike the massive, widespread incompetence implied in the canon 3ed fall of the Project. |
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Same here, my brief employment as a Computer Programmer was a colossal failure due to a team of twenty working on a project, debugging and reviewing the program we worked on for months and we never did get it to work right. The problem was that it did work, it passed every test we threw at it, but when it needed to work 'in the field' it failed every time.
And no one could figure it out. We had other teams look at it, we had outside contractors look at it. We even gave it to a school and hoped a fresh perspective from some students would find the problem. And no one ever figured it out. The project was scrapped soon after and I decided that several months of frustration was it and looked for other work. Plus honestly I doubted my ability's at that point pretty badly. |
From the 4th edition, p.27
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So each team member has training on how to make contact with post-war (at 5 years after the war) locals. In addition each team member has training on the basic needs of a community, food, water, shelter, clothing, sanitation, etc. and they know enough about law enforcement to be able to teach it to others. |
I'm guessing the Back Up base was the base captured by Krell but whomever was stationed there may have nerfed it a bit when it was captured. Krell may have gotten the cryogenic pods and the armorys but the C&C was destroyed.
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I think the reason there aren't consistent, canonical answers on Krell is because they never decided on any. They wanted to avoid committing to an answer until they were ready to write something where it was needed. Unfortunately, they missed the point that the truth about Krell (and so many other people and groups) was needed to understand the history and present of the Project.
So make up an answer that makes you happy, because they aren't going to do it until they are ready to write the "take down Krell" module... which is never going to happen. |
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Bullets and Bluegrass tells us that the Rich Five had Cryosleep technology before the War on their own. Canon states that the Cryosleep technology was in use by the Project, the U.S. government (Canada too, with Snake Eaters), the Frozen Chosen, and the Rich Five. This way we infer that the Rich Five, as industrialists, had to be part of the Council of Tomorrow, or the Corporations responsible for Cryosleep research or production...... Cryosleep research begins in the 1960s with animal research (Fallback), though principal researchers, corporation, and places of production are not named. I will continue to have a look through the modules, I think the answer is there. |
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Ummm, welcome to the Labyrinth...... Causes happen before the effects. |
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Typically, rail to a depot with a railyard. Then under canvas to the bolt hole. For inspection purposes, there is a data plate on the driver side door jamb and a VIN plate like any other vehicle. These identifiers are listed with the DMV and titled as demonstration units for sale purposes. Cops and DOT inspector would look for those and wouldn't be looking for serial numbers anywhere else. |
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Importantly, I just do not see a Project of a few hundred or even a few thousand making any real dent in the post-war problems. There are just too few of them, spread too thin. Even if nothing goes wrong, they are going to have a heck of a time providing any level of service, and being so few they would be tremendously vulnerable to any number of problems. It's just a bad bet. With a few hundred people, think of how few experts in any given field you really have, and think about how easy it is then to lose entire disciplines (as an example). Quote:
It is hard for me to believe that Morrow hoped to have any real impact with such a low level of coverage. |
In all these cases I expect the Project to be heavily recruiting from the survivors to fill out the thousands of jobs that are not highly skilled or needed a someone frozen before the War.
I expect the Project to move into an area, establish a refugee camp from pre-positioned supplies, recruit from the refugees persons with competent skills or abilities. Then expect them to depart to start another camp somewhere else. This with detachments moving about trying to get essential service like water treatment and sewerage operational, to establish a clinic and staff this with surviving medical personnel. Etc. I don't expect them to do it. I expect them to provide the materials and a kick in the ass to get it started. Then I expect them to protect said from marauders and politicians both most likely to plunder a recovery effort. |
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Plus remember that you have to deal with protecting your entire force, which is going to rapidly become publicly known and spread across 3.8 million square miles. With the few aircraft available, you are spread too thin to protect anyone, and we've already seen how quickly people will turn to tyrants who provide security over good people who can't. Going back to the recruiting problem, I would think this to be one of the biggest issues - recruiting people to save the world is hard enough without one of them doing the math and realizing that it is a suicide mission. *: Personally, I would expect a lot more than 1% to be problematic - murderers and militants have pretty good survival instincts. **: Based on CG Seattle. And remember that half will be tasked as protective details for Science teams. ***: Also based on CG Seattle. |
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I can't believe truly unskilled people are going to be around at 3-5 years. Your right, you cannot plan for every contingency. You can't recruit people on the scaled needed to rebuild a large metro area either. You spread it around and create a system of villages,that make them interdependent and cooperative. Quote:
Forget about controlling it. Deliver the equipment, install it, and bring in the survivors. The survivors will self identify and it will shake itself out. The Project has more important tasks like water treatment plants and power plants..... Things that will speed recovery by orders of magnitude. Don't fret about village level politics. Quote:
I leave it to MARS, the Snake Eaters, surviving .gov assets, and frankly the survivors populating the recovery site who know damn well what they stand to lose. |
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It's an odds game. You cannot handle every contingency, but you can't just ignore them either, you have to prepare for enough challenges to have a solid chance of success, and considering that this is a completely unknown set of challenges I can't see doing this in a minimalist manner and expecting anything other than disaster. When you are stretched so thin, there are just too many things that can go wrong and take you down, and why would TMP accept that? Quote:
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Define a skill like survival in a post apocalypse anyway. Finding clean water? Finding canned goods and wild berries? Knowing which way is north? Fishing in uncontaminated streams? Killing people with something, so you can go one more day? We know that in every case hunter gatherer cultures remained small and ineffective at holding terrain versus static agrarian cultures. By year 3-5 the survivalists have looted all the food from stores, depots, and small survivor groups. They have burned through their ammo and lost their most aggressive members to wounds. Quote:
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You can’t stand over these villages and hold them hostage to your preferred form of government. That isn’t what the Project is about and it ties up Project members like MARS indefinitely. Quote:
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A village is built, the people moved in, and 10 miles away another is built. These are set up to mutually trade and mutually assist. One have the mechanics and the dentist, the other the electricians and the doctor. Quote:
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