FrostpunkIt feels as yesterday we were turning the wheels of progress,
untill the frost stopped it all
IntroductionFrostpunk is recently videogame, set in a Steampunk universe that's being destroyed by an endless winter. It's a great game, and you should play. It's also, I believe, a decent setting for a forum game. The forum game will be similar in idea with the game, but I'm not planning to just copy paste the plot, as much at it exists. So don't worry if you haven't played the game. For those of you who haven't a short introduction.
The year is 1887. It's a time of progress, of industry and science. Giant airship float through the sky, mechanical automatons perform the work of a dozen men, and Britain rules the waves. But this era comes to a sudden halt, when the temperatures start dropping. Harvests fail, but that is only a prelude to the cataclysm that is to follow. Frost and snow cover the world, and plunging temperatures cause millions to freeze. Society cracks and nations collapse. As the world descends deeper into the chaos of winter, a lucky few have a way out, departing North.
Only there exists the infrastructure build to deal with terrible. Animals and plants adapted to frigid, massive generators made to warm an entire city. Untapped resource deposits that can fuel these powerful machines.
But even with most of society already collapsed, the worst is still to come. Temperatures continue to fall, and the stresses upon society continue to accumulate. Unfortunate choices may need to be made, sacrifices for the common good. The city must survive, but in what shape?
RulesLike the game upon which it's based, this is a game about the city, not any individual character. As such, you will manage the actions of the entire city, choosing the things it does or accomplishes.
Every turn, you can choose what actions will be taken, what buildings are constructed. Every so often, events may occur that require acting upon, giving additional choices and additional cost.
ResourcesResources are tracked in pools, which gradually refill themselves each turn. For each resource, there's therefore 2 figures. The maximum capacity to which the pool fills, and the temporary value. Most actions will deplete the current value. For example, constructing tents will consume some Temp Wood, but leave your permanent supplies untouched. Others may consume permanent values. For example, setting up a charcoal burner will take away some of your Wood stat, to increase coal.
The stats are as follows:
Wood : A basic construction resource, and impromptu fuel source
Steel : An advanced construction resource, required for industrial buildings and more advanced infrastructure
Coal : The lifeblood of the colony, Without coal, the generator dies and everything crumbles.
Food: Essential to keeping everyone alive
Steam Cores : Advanced pieces of technology, utterly irreplaceable in this frozen landscape
WeatherThe weather is your constant enemy. Everything is frozen, and the temperature drops with the day. You have to ensure that nobody freezes to death. As such, most actions will carry a weather warning. Sending people to gather wood during a blizzard is likely to result in frostbitten corpses. Keep attention to the weather, and keep the generator running.
SocietyYour other big enemy. The industrial revolution is a time of serious social tension, and the Frost has not changed that. Society is divided between the upper classes, the engineers who develop magnificant machines and do gentleman science, and the lower classes, who actually have to use them in the field. Tensions will arise naturally, as the city is split on possible paths and opportunities.
((As a warning, do not lynch each other for daring to disagree.))
LawsYou left behind the rules of the old world, but new rules need to be made. Laws open opportunities. Do you try to create a better society even in the worst of circumstances, or do you take hard decisions, sacrificing others for the good of the city. Laws allow you to open opportunities, and influence the society within the city. They're open to suggestions, in a relatively freeform format.
Each turn, the GM opens suggestions. Then, he picks the ones he likes, and let's you vote on which law you want to implement, combined with a few GM's own ideas.
ResearchFrostpunk is a steampunk. That means airships, mechanical robots and much more. But a primitive colony in the middle of nowhere is unlikely to posses these things. You will need to scavenge, research and do much more to attain the quality of the old world.
Now then, with those things explained (more or less) how about we start the colony. This is a suggestion game, so only 1 sheet can win.
Name :
Description :
You may get special bonusses for intriguing and good sheet.
The city is a bit more complex. You have 3 points to distribute among the following categories.
Generator-Tesla Generator : An american folly, this generator diverts most of it's power to electric generators, protecting the city from snow beneath an electric shield (2 Points)
-Advanced Generator : An advanced generator, vastly more efficient and powerfull than most examples of it's kind(1 Points)
-Standard Generator : A powerful coal powered generator, capable of heating an entire city (0 Point)
-Prototype Generator : A British marvel of ingenuity, the first of it's kind. This prototype generator largely resembles the standard generator, with some notable design flaws (-1 points)
-Damaged Generator : Whether damaged by storm or never finished, the story is the same. This generator does not work (yet). You shall have to hurry to fix it before you freeze (-2 points)
Populace- The Empire's finest : Trained men, experts of all kinds, hardworking and excelling in all fields. The best the british empire can offer (1 points)
- Men of science : Scientist, engineers. Smart, but often unused to backbreaking labor (1 point)
- The Trade Union : Hardworking laborers, finally working for their own good instead of the industrialists. Tradesmen by heart, but not familiar with theoretic science (1 point)
-The London Exodus: When the Empire started to crumble, anyone who could departed for the generator.
Expedition Vehicle- An Imperial Dreadnought : A massive vessel, powered by steam and with a powerful ram allowing it to crush through the thick ice. Rare even in the royal navy, these vessel are incredibly powerfull and expensive, though even they can not withstand the frost forever (2 points)
- The Snowcrawler : A powerfull machine, capable of traversing on land and sea alike as long as it has coal to power it's turbine (2 points)
- Expeditions sleds : Lightweight reliable, and portable by hand. This allowed the expedition to travel easily through the Frostland (1point)
- Lost to the storm : The Frost claims all, even your vehicles. Stuck, lost and broken down, you had to leave them behind (0)
Resources- Plentifull (2points)
- Normal (1 point)
- Limited (0)
- None (-1)
Automatons and advanced technology- Highly advanced (2 points)
- A few examples (1 point)
- None (0 points)
Feel free to request additions.