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Squatter's Rights
I had a thought as I was driving to work today. One that is sort of a complication for players. We know that many of the larger bases built for the Morrow Project are isolated and fairly resilient with regard to age and weather. This may not go unnoticed by people wandering by day after day, month after month, year after year until someone thinks, "I could make a nice trading post out of that building!"
So they go and move into something like the surface part of the power station from Desert Search and make a trading post-bar-road house. A small community grows up around it and they have a nice little existence. Fast forward 120 years and some guys, both wounded and tired, come by in a beat up APC , put a funny little hunk of plastic and metal into a old dusty slot and metal wall you knew was there suddenly moves to the side and they go down in a tiny moving room. Below the road house, there is this vast store house of trade goods, weapons and even some vehicles! Now these people in the APC say this stuff is theirs get ready to take some. The guy running the road house know this place has been in his family for generations and says, "You leave that stuff right where it is! That is buried treasure on my land and belongs to me!" So does this end up in a legal battle or a gun fight? Clearly the contents of multiple trade packs can't buy a fraction of a large depot like the one described. And if the depot has frozen staff, how does that impact the process? Thoughts? |
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