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#1
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How dark is the future of the Morrow Project
An interesting angle for me is how dark is the future of the project.
A typical team starts off spreading the good news, runs into a few happy villagers and some bullying, bandits. Maybe armed with muskets or battered old guns and shows them the error of their ways. Then bam they run into a horde of Krell, or an organised patrol of KFS. And suddenly they're over matched and fleeing for their lives. Fairly soon they realise that the project failed. Most of it's big resources were wiped out in the first year of operation. Many teams would have woken to unfriendly faces in their bolt holes and a truly horrible fate. They're part of a handful of survivors trying to turn around not just the remains of the project, but the rest of the world around them. With the realisation that people like the KFS have come up with an actual industrial base, whilst all the MP has is what it can dig out of the ground. |
#2
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The main problem is a lack of a central command and control. With Damocles there is the start of one and we have a hint or two of it happening regionally but in the end there still well and truly separated with maybe a third of the Project awake, some having awoken way to early, or even on time after the nukes. If they could get there acts together and get a signal out to awaken all the remaining teams they would have a much better chance.
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#3
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I go for the dark dystopian future.
Those that survived were survivors because they were more ruthless, less forgiving, and even more self serving than those that did not. Those that hid food from others, those that turned away hungry people knowing if they shared their cache they would starve too before spring. Those that burned books for heat and ate their neighbors pets. They lived. They had children, and those children had children. The Humanity and Motivation scales for typical encounters are in the middle and lower most often. Though villages and other survivors maybe within a days walk of one another there is no trade, no contact, and only confrontation. Those "others" may be hunting on your land. Looking in your territory for good salvage. Trying to steal your women. It is the MP teams that convince them to open up to more than Mailmen, Emdees, and passing traders. The MP team has to show them through skill and cooperation that more is achieved by sharing and working together with neighboring villages; not just their own village, tribe, or clan. Such a small, small Morrow Project for such a big undertaking. |
#4
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Its also going to be location based. Area's with more villages and settlements may have more open trade with each other while areas with less settlements will be more hostile to outside contact.
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#5
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Probably the most grinding and depressing thing that the project has to deal with is it failed, but other rival organisations didn't.
Certainly the KFS amongst others have recreated an industrial base. So the project will be on a back foot as it's equipment can't be replaced. But the KFS and MM can build tanks, planes and train the crews to replace them. Another angle will be if the Snake Eaters are basically benevolent, if they start working witht the MP will they inevitably start to take over. |
#6
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Well yeah, the MP personnel are upgunned civvies with little real world experience. The Snake Eaters are motivated and experienced so in many ways there taking over would be a good thing. The Project was designed to work in the early years after the nukes fell, but 150 there out in the cold and screwed and scavenging like everyone else. In many ways the best bet would be to start nation building in one area and begin to rebuild a tech base they could work with and base themselves out of. Four to Six guys in a Humvee are not going to rebuild a whole lot, but dozens acting as a cadre for several towns can begin to rebuild a nation. It just has to be the right area is all. Up by Damocles is good, Chicago is a maybe. Don't know much about area's on the East Coast though.
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#7
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When/if that's come about, as regards to Krell and his boys... Well, Boris Badinov said it best: "Den vee get moose and squirrel!" |
#8
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It is true. The setting of the Morrow Project is dark. A team wakes up, does a little recon, and drives to the nearest community. They let the team believe they are helping and, once lulled into a false sense of security, whack them in the head and take their goodies. Soon the team (and the players) go rogue and abandon the MP goals for basic survival. Players quickly tire of a game without hope.
The solution is to provide the team with a friendly base for operations. I tend to favor university towns, preferably one more than a couple hundred miles from MM, KFS, and WoK that was home to a medical school (for teaching future eemdees), which had a county wide pre-war population of 100-150,000. Assuming a war survival rate of just one percent and a growth rate of one percent (equals the world population growth rate from 1800 to 1987) for 150 years, the community will have a population between 4500 and 6700, plenty of folks for growth and protection from entities smaller than MM, the KFS, and the WoK. Another possibility is that a command team for a Combined Team woke up several decades ago and was able to establish a friendly base. (A good area for such a base of operations would be the Wilson, Rocky Mount, Greenville, NC triangle of small cities. Greenville is home to ECU, a university with a medical school. Such an operations base with about 18,000 people might be the source of MP teams that the KFS’ Fourth Regiment was sent out to find and destroy.) Teams do not want to spend time building their own base; it’s boring to most players. Players want action; why else do their characters have the weapons? |
#9
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Why should a village throw open their arms and welcome strangers with weapons and an armored car? After 150 years of scraping by and fighting off those with weapons that have come to kill and plunder. Why should that same village cooperate with the next one down the road, likely the one that raiders have come from before? Role play or Roll play? |
#10
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The future is dark for Project teams. Bleak, even. For me the central conflict of the game is and always will be, "How do they react to the darkness?"
Do they try and find other Project teams and assets? [Generally, unless something really big and unsubtle (read: the setup for Desert Search) hits them in the face, very few take it upon themselves to try and locate any Project resources.] Do they try to do their mission anyway? [Generally, yes, though quite often "Rule Number 3" very quickly begins to take precedence over the other two until in short order the "Project" shows little difference from any other despotic "do it our way or else" pocket empire. They may try to be enlightened despots, but they still want to take over.] Will they come up with ambitious missions and projects of their own? [Same as above.] Do they go native? [This is almost always an unqualified "no". For some reason, despite whatever hints you might give them that the locals they encounter have managed to survive and thrive without any help for 150 years, the Project team still feels themselves to be intellectually and morally-superior. They never assimilate into the post-oops culture.] The answers in brackets are, of course, my own cynicism born and reared of what I consider to be unsuccessful games. It is really hard to find a mix of players who, given the darkness of the world they find themselves in, can retain the idealism of the Project while still being pragmatic enough to adapt their mission to current conditions. If you've got them (and I finally found a great core group), great. Keep them. Listen to them. |
#11
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#12
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Do your players-characters come into town on foot without weapons and roleplay the team's instruction and education of the locals about crop rotation, germ theory, representative government, etc. for a year, two or five to convince the community of the team's sincerity? Or do they run from one community to another, constantly fighting off everybody wanting to steal their weapons, vehicle, etc., until they meet their final ambush and are killed? Isn't it a balance of the two? |
#13
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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. |
#14
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Depending on the size of the Project, there might be thousands!
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#16
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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. |
#17
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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. |
#18
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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. Last edited by ArmySGT.; 03-31-2015 at 10:42 PM. |
#19
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You have to worry about any level of politics that has control over equipment/supplies you are distributing and/or that has the ability to pose a threat. CG Seattle has 79 people. A modest village that knows the lay of the land and has spent 5 years fighting for survival might be one election away from being the exact kind of militia that can take down a bunch of idealists who eventually have to leave the V-150 to urinate. Quote:
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:
Per your staffing level, MARS would be less than 100 people for the entire country, the Snake Eaters are unknown to the pre-war Project and may be hostile even post-war, other surviving government assets may or may not be the exact enemy you are fighting against, and the survivors likely lack the weapons or training to protect anything that anyone else really wants to take. Last edited by cosmicfish; 04-01-2015 at 11:51 AM. |
#20
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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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