A.C.: After Collapse is a post-apocalyptic RPG with a big back story that has been divided in to three parts: Before, During, and After. Creator Justin Oldham explains why:
"Once upon a time, I was a student of
history. I mean that literally, I was
academically pursuing a bachelor’s degree in the subject of history. As I read about the decline and fall of
civilizations and empires, I couldn’t help thinking about those chronologies in
three parts. Before, during, and after
somehow made sense to me. When I did my
homework as it was assigned, I found myself writing essays with prefaced
remarks that began with: before collapse, during collapse, and after
collapse. There’s really nothing
remarkable about that, it’s just how my mind worked."
"As the years passed, I filled an
entire notebook with names, dates, people, places, and things that populated
the increasing fragments my fictional history of the future world that was
eventually going to end. Using one game
system after another as they appeared on the shelves of local stores, we played
characters who lived and searched in just about every corner of the world. The more my fellow gamers wanted to plumb the
depths of the world their characters lived in, the more I needed to know about
what happened before that fictional world fell apart."
"It’s all fine and well to present
post-apocalyptic gamers with the ruins of buildings and bunkers—but—you as the
game presenter need to have some sense of what happened in those places before
any of the player characters ever set foot in those places. Think of it as theater of the mind. What kind of slow moving catastrophe caused
an office building to be empty? If you
do describe dust-covered telephones, computers, and the “stuff” people find in
cubicles, it’s a good idea to know how those things got there—or—why they were
left behind. Imagine what gruesome
remains might be found in a bunker that was quickly sealed—before anyone had a
chance to get out!"
"Then, ask yourself what kind of
emergency would happen in a place like that, to permanently enshrine that much
carnage? Might be fun to describe
desiccated corpses in the armory, or any number of dead guys in a sealed room
marked “laboratory,” but you’ve still got to know why they are there. All of that, even the grisly imagery, made me
think in big-picture terms when I planned the backstory of the dynamic world
that is now A.C.: After Collapse."
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