Economics After the Apocalypse

I’m currently working on a second volume of The Gongfarmer Militia — my DCC zine of hirelings and henchmen — for Mutant Crawl Classics. Translating the NPC system in the first volume to the post-apocalyptic setting of MCC is a challenge. The sci-fi games MCC is modeled on such as Gamma World and Metamorphosis Alpha didn’t include henchmen in their rules, so there’s no tradition to draw on as there was for expanding the hirelings rules from Dungeon Crawl Classics and its predecessors. But perhaps more challenging is the fact that MCC doesn’t really include a coherent economic system of any kind.

As written, the entirety of MCC’s economic system is contained in two lines: “To barter with fellow tribesmen, the villages of the characters all trade goods using an abstract concept of ancient origin by assigning trade values in terms of ‘creds’. Creds are simply a non-material value system used to barter goods, and not an actual physical currency.”

This lack of any functional economy makes crafting hirelings and henchmen more challenging. For NPCs joining the party, this can be alleviated by focusing on non-monetary rewards for serving a party of Seekers: safety, power, a sense of belonging, etc. But for NPCs offering services it’s not so clear cut. If a tinkerer has the ability to repair broken artifacts they aren’t going to do so for some vague sense of camaraderie with the party. A pilot who’s maintained a functional gyrocopter isn’t going to trade transportation (with its inherent risk and fuel costs) for protection during a journey she wouldn’t otherwise undertake The genre conventions of post-apocalyptic books and movies dictates that they’ll want something more concrete and tangible such as food, power sources, or rare trade goods.

Instead of tying services to an abstract “cred” value, I’m moving instead towards a system based on Andrew Theisen’s blog post on post-apocalyptic bartering. His system relies on creating exchange rates between various categories of goods — for instance, 8 livestock are worth 1 weapon. This level of abstraction gives plenty of room for judges to customize the system for their setting, including inserting their custom equipment into the exchange rate.

The piece I’m working on is adding services to the exchange rate for NPCs offering specialized services such as repairing vehicles or hacking into computer systems. Post-apocalyptic literature is rife with such characters and I want to make sure they’re represented in the zine without making the exchange rate so granular as to make it difficult to use.

If you’ve tried expanding the economic rules of MCC or any other post-apocalyptic rules set, fell free to drop me a line at jonathan@peraspera.games and tell me about it!

On the Joy of Tangible Results

My day job is what, in modern parlance, is called immaterial labor. I don’t create much that takes physical form — I’m not producing material goods or growing food. I spend a lot of time sitting in meetings and typing up documents that get sent in electronic form.

One of the characteristics of this type of work is that, because it’s largely contained in emails and Word documents (and always in need of updates and revisions), it’s hard to look at what you’ve accomplished and say, “This is done.” As a result, many people in such jobs find it difficult to feel a sense of accomplishment.

That’s one of the reasons I love producing physical things in my hobbies. Holding a cutting board I crafted from wood or a printed zine I wrote allows me the pleasure of the fruits of my labor. I can say, “I made this, and it is complete.”

As our RPG hobby continues on a “digital first” path, I hope that we’ll always delight in physical books, playing in person, and the other incarnated aspects of living in a physical world. There’s a qualitatively different value to playing and creating in the real world that we would do well to never forget.

Interview on This Ol’ Dungeon

My friend Luau Lou had me on his podcast This Ol’ Dungeon to talk about my history in gaming, designing for Dungeon Crawl Classics, and my current projects:

Give it a listen, and if you like Lou’s style be sure to subscribe to the podcast!

The key to drawing on what you know…

The key to drawing upon your personal likes and interests for adventure fodder while keeping the players happy and responsive to your scenarios is moderation. Role-players pursue this hobby because it provides them an outlet for their imaginations, exploring and experiencing places and events they might not otherwise ever perceive. If every game session involves exploits into the complex world of art and art history, for example, and the players are looking for dungeon crawling hijinks, nobody is going to be happy. The players will become bored with the repetition and the game master will be frustrated when no one seems interested with the adventure.

Michael Curtis, “Know (and Love) What You Write” in How to Write Adventure Modules That Don’t Suck (2017)

What you can control…

Mind you – you can never guarantee that any given gaming crew will have a good time playing your adventure. A million things can go wrong, up to and including incompatible styles between yourself and the group playing through your dungeon. Games go off the rails all the time, and there is nothing you can do to prevent that from happening. What you can, and should, control is the quality of your design. The better adventure you write, the more likely it is to facilitate a fun night of gaming for a group when the GM picks up your adventure.

Brendan J. LaSalle, “Unleashing Your Dungeon Creativity” in How to Write Adventure Modules That Don’t Suck (2017)