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  #1  
Old 03-20-2014, 01:32 PM
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kalos72 kalos72 is offline
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AD&D in the wilderness isn't about recovery...

I dont know..seems to me that say should a MP Science team come to a village and bring it out the chaos, why couldn't they overcome those setbacks.

Again leadership is key.
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  #2  
Old 03-20-2014, 02:10 PM
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Quote:
Originally Posted by kalos72 View Post
AD&D in the wilderness isn't about recovery...

I dont know..seems to me that say should a MP Science team come to a village and bring it out the chaos, why couldn't they overcome those setbacks.

Again leadership is key.
There are a lot of things working against a MP Science team in the scenario above.

General Lack of trust of Outsiders. It has been a rough century on those who were open to trust strangers.

Specific Lack of trust. Rogue Morrow teams, marauders using stolen equipment, and the disinformation campaigns of the KFS propaganda divisions all have made Morrow look bad in the past.

Their story sounds crazy. "Yeah right, you were born 185 years ago".

Purely altruistic acts also seem crazy in such harsh world.

You add to that the intrigue of a town leader who likes the level of control he has and doesn't want these outsiders rocking his very stable (and profitable) boat and you are well on your way to a good adventure.

Once they make it past that, the town can incrementally increase what they do, but you are not going to build Rome overnight.

Edit.

I was thinking of modern day examples. If you sent a special forces A team into a village that had maybe 15% literacy, what could you have them produce in under a year. Revolvers is about the limit I see.

Last edited by kato13; 03-20-2014 at 02:30 PM.
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Old 03-21-2014, 07:18 AM
mikeo80 mikeo80 is offline
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One of the best examples of how a Morrow Team will be scrutinized is the Starnaman Scenario. A rogue "Morrow" team caused chaos right after TEOTWAWKI. The locals eventually defeated the "Morrow People". Now, 150 years later, a new Morrow Team is in the area. The locals will NOT be happy.

Oh, and by the way, there is a Major Morrow re-supply facility that is VERY near the village. The last of the "Morrow" team were killed near it.

The only way I have seen a team "win" this scenario is the slow but sure method. The team used their First Contact specialist to bring new ideas ONE AT A TIME to the village. Things like crop rotation, water treatment, etc. At no time was a Morrow Uniform or equipment visable. The First Contact specialist brought back the horror stories of what "Morrow" had done to this village. The TL did a couple of things. One, he moved the team about 20 mile away to another village to try and help them. Two, ONLY the First Contact specialist had any dealings with Starnaman, in the guise of a "trader".

When this game ended, we had spent a "year" in position. Starnaman still hated "Morrow". But there were a few things starting to happen to slowly change things. Crop production had increased somewhat due to rotation. Cholera and typhoid had decreased in Starnaman.

My $0.02

Mike
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Old 03-21-2014, 09:42 AM
.45cultist .45cultist is offline
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I might go to an earlier idea, almost modern weaponry(1920's-1950's) with less modern transport(1890's). M1911's and AR rifles with wagons and horseless carriages. Crystal radio receivers, early 1920's style generators. I now think it would take a few communities, perhaps a county or two. Like the dark ages, low population is the main inhibitor.
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Old 03-21-2014, 01:35 PM
Gelrir Gelrir is offline
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Or: pull the "Morrow" tags and patches off of your coveralls, vehicle, etc. If the word "Morrow" causes a bad reaction -- ditch it. The purpose of the Project isn't to make Bruce Morrow famous, after all.

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Old 04-08-2014, 08:31 PM
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Quote:
Originally Posted by Gelrir View Post
Or: pull the "Morrow" tags and patches off of your coveralls, vehicle, etc. If the word "Morrow" causes a bad reaction -- ditch it. The purpose of the Project isn't to make Bruce Morrow famous, after all.

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Michael B.
There is specific cultural taboos among the residents of Starnaman to prevent a clever team from getting away with just that. One is a prohibition against coveralls, as the evil Morrow people wore coveralls.
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Old 01-29-2015, 05:57 AM
.45cultist .45cultist is offline
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The Civilization computer games can show how the various resources are interdependent.
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Old 03-21-2014, 05:05 PM
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Quote:
Originally Posted by kato13 View Post
There are a lot of things working against a MP Science team in the scenario above.
  • Desire to "own" the MP high tech especially the Fusion pack"
  • Jealous of the new weapons and faultless ammunition
  • anger and suspicion at all these new ideas
  • fear and resistance to change
  • fear of outsiders bringing disease
  • fear of nice outsiders being spies for raiders
  • not wanting to share village resources like a source of clean water
  • fear of this new or crazy stuff like medication
  • fear of organized men in uniforms (descendants of former military units)
  • not wanting soldiers with weapons in their village (make it a target)
  • not wanting to upset the warlord, duke, baron, khan, ceasar, by hosting these warriors.
  • etc
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  #9  
Old 03-24-2014, 01:51 PM
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Quote:
Originally Posted by kalos72 View Post
AD&D in the wilderness isn't about recovery...
Precisely. In the AD&D wilderness campaigns there is outposts and traders. Village to rest in. Established territories and trade.

In the Morrow Project every village outside of the KFS and a few territories is mostly alone. Gypy truckers pass through, Mailmen pass through, Razers pass through; However, it can be weeks, months, or years before they are seen again. Even in Texas, The Republic there is still fragmented and even with refined fuels they don't have much trade except internally. They don't have the manufacturing base or the educated population to make it go.

25 years per generation.... 150 years makes for five generations since the war began. Gen 1 had educated parents or guardians. Gen 2 and later had diminishing education and knowledge. If it wasn't necessary to live it could well be forgotten.
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  #10  
Old 03-28-2014, 01:30 PM
Project_Sardonicus Project_Sardonicus is offline
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Interesting discussion.

I think KFS, frozen chosen and other hi tech cultures can certainly produce a lot of tech but there's a cut off. I'd say it's when you start moving from electronics to micro electronics. Round about the 1960s, when you go from fixing your own cars with you and your buddies tools till it moves over to a guy at a garage plugging it onto a computer.

Valve tech isn't so hard to build by hand it's a lot easier to build a vacuum tube than a circuit board.

So I'd say the cream of post apocalyptic technology would be somewhere between world war 2 and the Vietnam war.

Again as this is being built by hand, by a relatively small number of engineer/mechanics.

So it's more likely to produce an occasional big shock, a scouting unit with a couple of hefty night scoped rifles tracking the team by night, a decoding computer breaking the code on their radios.

Or possibly even anti tank guided missiles, not fancy guided or even SACLOS types. But an old school joy stick guided one like the sagger, not accurate but quite capable of crippling a poorly camouflaged parked vehicle.
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  #11  
Old 03-28-2014, 02:48 PM
Project_Sardonicus Project_Sardonicus is offline
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Interesting discussion.

I think KFS, frozen chosen and other hi tech cultures can certainly produce a lot of tech but there's a cut off. I'd say it's when you start moving from electronics to micro electronics. Round about the 1960s, when you go from fixing your own cars with you and your buddies tools till it moves over to a guy at a garage plugging it onto a computer.

Valve tech isn't so hard to build by hand it's a lot easier to build a vacuum tube than a circuit board.

So I'd say the cream of post apocalyptic technology would be somewhere between world war 2 and the Vietnam war.

Again as this is being built by hand, by a relatively small number of engineer/mechanics.

So it's more likely to produce an occasional big shock, a scouting unit with a couple of hefty night scoped rifles tracking the team by night, a decoding computer breaking the code on their radios.

Or possibly even anti tank guided missiles, not fancy guided or even SACLOS types. But an old school joy stick guided one like the sagger, not accurate but quite capable of crippling a poorly camouflaged parked vehicle.
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  #12  
Old 03-28-2014, 10:21 PM
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The KFS, Frozen Chosen, Krell, etc are essentially regional powers using equipment stocked away before the war so yes they have a leg up in rebuilding. They can even expand if they wanted to but where they expand into won't get the upgrades as the original areas would have and they would have to salvage new resource's and put them to work for them. The Frozen Chosen just because they have the ability to produce new ammunition for there rifles isn't going to have the capability to build a ammunition factory elsewhere. At least not one half as good as the original.
A town wanting to become self sufficient in this timeline won't truly be able to. Its a matter of manning. Small towns have small populations, they can grow food, make clothes, and even put out a few luxury goods for there own use or trade. But if they want to build a factory to produce ammunition than something has to give, will it be food? Clothes< Trade goods? Will people have to leave town to get raw materials? Brass isn't abundant so most likely they will trade for it, but what to trade? They gave up there trade good business to build a ammo factory, one not building ammo due to not having the raw materials! Each town is now an island dependent on trade routes and raw materials and alliances to make a go of it. Leadership is all well and good, but it doesn't get everything done that needs to be done. I mean it is doable but the odds are pretty lousy and there is more of a chance the locals will smother you in your sleep because there hungry and tired than of success.
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