Another call and response portion of the show:
I've got 6 separate ways of ending the world, with varying degrees of destruction and progressive threats in each. I'm trying to pick one to run with for a proof of concept, which is where the response comes in, pick one and help me decide:
Nuclear Exchange
* Your standard Apocalypse, nukes lunched, level lots of cities.
* Any large city is cratered, very little left, what does remain of them is irradiated
* Fallout and background radiation are concerns
* Significant chunks of area denied to anyone who wishes to live
* Suburban + Rural areas less damaged
Conventional War
* World War 3 winds down without lunching nukes
* Large cities have been decimated
* Any population center has largely been depopulated and seriously damaged. Key structures may remain, but likely damaged.
* Isolated bands of soldiers roaming, either continuing to execute orders or raiding for survival.
Cyber War
* A sudden collapse of international infrastructure, anything networked stopped working
* In a world of computerized logistics and automatic fabrication this brings everything to a halt.
* The why is not known
* Systems up for restoration, but there are risks involved
* Minor initial depopulation
* Looting rampant, supplies and loot severely limited
Zombie Pandemic
* Your other standard end of the world
* A viral agent turns humans into apparently mindless cannibalistic creatures
* Significant depopulation
* People far less trusting, due to fears of infection
* Scavenging significantly increases the number of armed NPCs and decreases the easily available loot.
* I've got a few settings for this, Romero, Snyder and Rob. Bonus points for anyone who can identify where the middle came from.
Bio Warfare
* One I haven't seen very much, all those cold war nerve agents, diseases, and other hidden fun stuff was released.
* Massive depopulation
* Relatively little damage to built up areas, just lots of dead.
* Loot ahoy! Assuming you don't kick a stone over with an active bio agent waiting to get back into the air.
* Most normal people are terrified of poking through any ruins due to risks.
* Also, no huffing random canisters.
Geno Warfare
* Altered beasties intended to be used as morale destroyers and shock troops got a tad out of control.
* Lots of mutated critters looking for things to eat, people, normal critters or each other
* Significant depopulation, more so in heavily populated areas
* A crowbar is a feasible weapon here
* Due to humanity attempting to correct the mistake with extreme prejudice arms are relatively rare, but thanks to how well that worked supplies are plentiful.
As rough outlines of each. Though I would like to avoid Geno war as it'd involve a significant amount of art, regardless of how much I like the idea.
Any opinions would move me around a bit, I'm still torn on which I like the most, and is reasonable to implement.
My bigger hook for the game would be mix and match apocalypse, all of the items behind any given end exist in the world, it's just a matter of which happened first, and which is still buried some where. Bio Warfare agents could have been in tanker trucks, military bases loaded with desperate soldiers, labs you really don't want to open the doors to, Suit case nukes sitting out for anyone willing to try to detonate them. So even when you've gotten the world kicking back into gear, something new can whoop you ass. Or you could just toss all six in for the near complete destruction of man kind and the entirely real result of humanity dying out.
From the decision of an end to go with, I have a handful of story archetypes I'll rattle over, implement maybe two goals, two missions and a few follow up complications from how the world ended, and use the lot of it to proof my concepts rather than trying to build everything without having a practical framework to start with. If I get anywhere with the lot of this, I'll need testing victims and I know where to look for them.