ChatGPT Fun- A post- Martian invasion RPG in the 1950's
Feb 21, 2023 22:03:02 GMT
jmccarroll likes this
Post by easye on Feb 21, 2023 22:03:02 GMT
So, I asked ChatGPT to start writing a Post-Martian Invasion RPG set in the 1950's using the format of the Powered by the Apocalypse System (PbtA). The PbtA system is a simple rules light Tabletop RPG system.
Here is what the Bot came up with:
Sure, here's an example of a tabletop role-playing game written like a Powered by the Apocalypse system for a post-Martian invasion in 1950's America featuring H.G. Wells-style tripods:
Title: Invasion: A Powered by the Apocalypse Game
Setting: The game is set in a post-Martian invasion world in the 1950s, where humanity is struggling to rebuild after the devastating attacks. The game takes place in the United States, which has been severely impacted by the invasion.
Premise: The players take on the roles of survivors in this harsh new world, facing off against H.G. Wells-style tripods, Martian-created weapons, and other threats. The players must use their skills, wits, and ingenuity to stay alive, fight back against the invaders, and protect what remains of humanity.
Basic Moves:
When you face a threat, roll 2d6 and add the relevant stat (either Strong, Fast, Sharp, Clever, or Cool). On a 10+, you succeed and get a bonus. On a 7-9, you succeed but face a complication. On a 6 or less, you fail and the GM makes a hard move.
Example Threats:
Martian Tripods: These towering machines are the most dangerous weapons the invaders have. They are armed with heat rays and black smoke, and can easily crush anything in their path.
Martian War Machines: These are smaller, more versatile machines created by the Martians to support the Tripods. They are armed with a variety of weapons, including poison gas and machine guns.
Martian Soldiers: These are the invaders themselves, humanoid creatures armed with advanced weapons and technology.
Human Survivors: Not all humans are friendly, and some may be more dangerous than the invaders themselves. Bandits, cults, and other groups may see the chaos as an opportunity to seize power.
Advanced Moves:
When you have suffered significant damage or trauma, roll 2d6 and add the relevant stat. On a 10+, you manage to survive and thrive despite the damage. On a 7-9, you manage to survive, but suffer some lasting consequence or injury. On a 6 or less, the GM makes a hard move, and you may die.
When you make a critical discovery or uncover a key piece of information, roll 2d6 and add the relevant stat. On a 10+, you learn everything there is to know and get a bonus. On a 7-9, you learn some key information, but also face a complication. On a 6 or less, the GM makes a hard move, and you may be misled or misinformed.
When you make a desperate last-ditch effort to save the day, roll 2d6 and add the relevant stat. On a 10+, you succeed beyond all expectations, and may even turn the tide of the entire conflict. On a 7-9, you succeed, but also suffer a serious consequence. On a 6 or less, the GM makes a hard move, and the situation may become even worse.
I hope that gives you a good starting point for a tabletop role-playing game featuring H.G. Wells-style tripods in a post-Martian invasion world! Of course, you can modify the system and the setting to suit your own preferences and style. Have fun and good luck!
Eric Farrington
give me examples of hard moves a GM can make in a powered by the apocalypse system set in a post-martian invasion in the 1950's featuring H.G. Wells Tripods
Sure, here are some examples of hard moves a GM can make in a Powered by the Apocalypse system set in a post-Martian invasion in the 1950s featuring H.G. Wells-style tripods:
Reveal a previously unknown weakness of the players' weapons or defenses. For example, the Martians may have developed a new type of armor that renders the players' guns useless.
Separate the players from each other or from key resources. For example, a tripod may crash down between the players and their only source of fresh water.
Inflict serious harm or injury on the players. For example, a player may be caught in a heat ray blast and suffer third-degree burns.
Introduce new and unexpected threats. For example, a Martian virus that has been dormant for years suddenly emerges and threatens to wipe out the remaining human population.
Reveal a traitor in the players' midst. For example, a member of their group may be secretly working with the Martians, sabotaging the players' efforts.
Set a ticking clock or time limit for the players to accomplish a critical task. For example, the players may have only a few hours to disable a Martian weapon before it destroys a major city.
Destroy or remove key resources or safe havens. For example, a massive tripod may stomp through the players' only safe town, leaving them without a home or a base of operations.
These hard moves can help create tension and drama in the game, and challenge the players to think creatively and adapt to changing circumstances. As always, it's important for the GM to use these moves in a way that is fair and fun for the players, and to work with them to create a memorable and exciting gaming experience.
Eric Farrington
What are example soft moves a GM can take in a powered by the apocalypse system set in a post-martian invasion in the 1950's featuring H.G. Wells Tripods?
Sure! Here are some examples of soft moves a GM can take in a Powered by the Apocalypse system set in a post-Martian invasion in the 1950s featuring H.G. Wells-style tripods:
Reveal an opportunity or potential advantage. For example, the players may come across an abandoned military base that still has functional weapons and supplies.
Offer a chance to gather information or clues. For example, the players may encounter a survivor who has information about the Martians' weaknesses.
Introduce new allies or potential allies. For example, the players may meet a group of resistance fighters who are also fighting against the Martians.
Create a moment of relief or respite. For example, the players may find a hidden bunker that provides them with a safe haven for a short time.
Introduce an element of mystery or intrigue. For example, the players may come across a strange object that seems to have come from another planet.
Set up a potential conflict or dilemma. For example, the players may have to choose between saving a group of innocent civilians or pursuing a valuable piece of information.
Provide an opportunity for character development or growth. For example, the players may be presented with a moral dilemma that forces them to confront their own beliefs and values.
These soft moves can help provide a sense of progress and forward momentum in the game, as well as opportunities for the players to develop their characters and engage with the setting in meaningful ways. As always, it's important for the GM to use these moves in a way that is engaging and enjoyable for the players, and to work with them to create a memorable and exciting gaming experience.
There you go. What do you think?
Here is what the Bot came up with:
Sure, here's an example of a tabletop role-playing game written like a Powered by the Apocalypse system for a post-Martian invasion in 1950's America featuring H.G. Wells-style tripods:
Title: Invasion: A Powered by the Apocalypse Game
Setting: The game is set in a post-Martian invasion world in the 1950s, where humanity is struggling to rebuild after the devastating attacks. The game takes place in the United States, which has been severely impacted by the invasion.
Premise: The players take on the roles of survivors in this harsh new world, facing off against H.G. Wells-style tripods, Martian-created weapons, and other threats. The players must use their skills, wits, and ingenuity to stay alive, fight back against the invaders, and protect what remains of humanity.
Basic Moves:
When you face a threat, roll 2d6 and add the relevant stat (either Strong, Fast, Sharp, Clever, or Cool). On a 10+, you succeed and get a bonus. On a 7-9, you succeed but face a complication. On a 6 or less, you fail and the GM makes a hard move.
Example Threats:
Martian Tripods: These towering machines are the most dangerous weapons the invaders have. They are armed with heat rays and black smoke, and can easily crush anything in their path.
Martian War Machines: These are smaller, more versatile machines created by the Martians to support the Tripods. They are armed with a variety of weapons, including poison gas and machine guns.
Martian Soldiers: These are the invaders themselves, humanoid creatures armed with advanced weapons and technology.
Human Survivors: Not all humans are friendly, and some may be more dangerous than the invaders themselves. Bandits, cults, and other groups may see the chaos as an opportunity to seize power.
Advanced Moves:
When you have suffered significant damage or trauma, roll 2d6 and add the relevant stat. On a 10+, you manage to survive and thrive despite the damage. On a 7-9, you manage to survive, but suffer some lasting consequence or injury. On a 6 or less, the GM makes a hard move, and you may die.
When you make a critical discovery or uncover a key piece of information, roll 2d6 and add the relevant stat. On a 10+, you learn everything there is to know and get a bonus. On a 7-9, you learn some key information, but also face a complication. On a 6 or less, the GM makes a hard move, and you may be misled or misinformed.
When you make a desperate last-ditch effort to save the day, roll 2d6 and add the relevant stat. On a 10+, you succeed beyond all expectations, and may even turn the tide of the entire conflict. On a 7-9, you succeed, but also suffer a serious consequence. On a 6 or less, the GM makes a hard move, and the situation may become even worse.
I hope that gives you a good starting point for a tabletop role-playing game featuring H.G. Wells-style tripods in a post-Martian invasion world! Of course, you can modify the system and the setting to suit your own preferences and style. Have fun and good luck!
Eric Farrington
give me examples of hard moves a GM can make in a powered by the apocalypse system set in a post-martian invasion in the 1950's featuring H.G. Wells Tripods
Sure, here are some examples of hard moves a GM can make in a Powered by the Apocalypse system set in a post-Martian invasion in the 1950s featuring H.G. Wells-style tripods:
Reveal a previously unknown weakness of the players' weapons or defenses. For example, the Martians may have developed a new type of armor that renders the players' guns useless.
Separate the players from each other or from key resources. For example, a tripod may crash down between the players and their only source of fresh water.
Inflict serious harm or injury on the players. For example, a player may be caught in a heat ray blast and suffer third-degree burns.
Introduce new and unexpected threats. For example, a Martian virus that has been dormant for years suddenly emerges and threatens to wipe out the remaining human population.
Reveal a traitor in the players' midst. For example, a member of their group may be secretly working with the Martians, sabotaging the players' efforts.
Set a ticking clock or time limit for the players to accomplish a critical task. For example, the players may have only a few hours to disable a Martian weapon before it destroys a major city.
Destroy or remove key resources or safe havens. For example, a massive tripod may stomp through the players' only safe town, leaving them without a home or a base of operations.
These hard moves can help create tension and drama in the game, and challenge the players to think creatively and adapt to changing circumstances. As always, it's important for the GM to use these moves in a way that is fair and fun for the players, and to work with them to create a memorable and exciting gaming experience.
Eric Farrington
What are example soft moves a GM can take in a powered by the apocalypse system set in a post-martian invasion in the 1950's featuring H.G. Wells Tripods?
Sure! Here are some examples of soft moves a GM can take in a Powered by the Apocalypse system set in a post-Martian invasion in the 1950s featuring H.G. Wells-style tripods:
Reveal an opportunity or potential advantage. For example, the players may come across an abandoned military base that still has functional weapons and supplies.
Offer a chance to gather information or clues. For example, the players may encounter a survivor who has information about the Martians' weaknesses.
Introduce new allies or potential allies. For example, the players may meet a group of resistance fighters who are also fighting against the Martians.
Create a moment of relief or respite. For example, the players may find a hidden bunker that provides them with a safe haven for a short time.
Introduce an element of mystery or intrigue. For example, the players may come across a strange object that seems to have come from another planet.
Set up a potential conflict or dilemma. For example, the players may have to choose between saving a group of innocent civilians or pursuing a valuable piece of information.
Provide an opportunity for character development or growth. For example, the players may be presented with a moral dilemma that forces them to confront their own beliefs and values.
These soft moves can help provide a sense of progress and forward momentum in the game, as well as opportunities for the players to develop their characters and engage with the setting in meaningful ways. As always, it's important for the GM to use these moves in a way that is engaging and enjoyable for the players, and to work with them to create a memorable and exciting gaming experience.
There you go. What do you think?