Opening post of the RP:
So, I was throwing it around and I've been wondering if anyone would like to get involved in this RP. Now, this RP is set on two things:
A. People will need to die through out the RP. I only have one location I intend for a player to die (You'll see it like midway into the RP.) Secondly, this is supposed to be a gritty RP, it's not very gritty when everyone magically survives so I'd like to have some player contribution. This is an RP with an air of Dead Money vibes in the sense it's a tale of treasure hunting based on pursuing it with blood and betrayal, where friends can be enemies and enemies may even be a friend to you. Aside from the one I decide which is crucial to the storyline, I'd like to have the players discuss who might die or have a willingness to die off. Deaths aren't crucial though, if we have like twelve RPers in this though, I'd like to drop the team down to like six, but if we only have 5-6 RPers, only a death or two needs happen.
B. It does have a storyline and is going to end at the arrival of the team, or what's left of them, to Fort Knox. I'd also like an ACTIVE Co-GM to help moderate the group, my roles will mostly be narration of plot locations and the King of Skulls' voice on old holotapes and whatever else he'll be involved in. (Which won't be until the final leg of the RP)
With the unpleasant 'if you don't like it, don't join' attitude out of the way, I do have a story route set up. The idea as it stands is this:
Winchester, Virginia- An abandoned Pre-War town the team out of D.C. can scavenge it.
Augusta, West Virginia- A small settlement of people who are wary of strangers
Clarksburg, West Virginia- A small settlement of people who are more welcoming of travelers to their town, provided you keep your weapons holstered.
Parkersburg- West Virginia- A town embroiled in a war with a crew of vicious raiders, also in pursuit of the gold and wealth. This is a choice route, they can either side with the raiders, who may betray them, but promises your group wealth and a share of the treasure. Conversely, you can also help the town, who in return for your saving them, they will give you free room and board, restock your food and medical supply as well as ammunition if you are out.
Portsmouth, Ohio- (I couldn't think of a story or idea here, if you guys want to vote something up that's fine with me.
Paris, Kentucky- A small settlement, stock up on what you need, this is the last settlement you'll find on your journey to Fort Knox
Georgetown, Kentucky- The town itself is an abandoned settlement, home to a herd of deathclaw, but a nearby small airport, the Georgetown-Scott County Regional Airport will be the perfect place to rest before circling Georgetown and avoiding their nest, or making a suicide charge into the heart of a Deathclaw hive. (Group choice, I will expect a death if you go here.)
Frankfort, Kentucky- A casualty of the Great War (Imagine a nuked hellhole like The Divide), the skies are dim and grey. Minus hotspots the town is safe to travel through, but settling is unadvised. If you're bold (or foolish) enough to travel through a ground zero of a nuclear warhead detonation, it's wise to take a few Rad-X tablets and Rad-Away to flush your system.
Fort Knox, Kentucky- The end of the road, the chance to make and break your fortunes lie just ahead at the Fort Knox Bullion Depository.
It sounds short, but the journey is at least 200 hours, or 8-9 days. This can be extended by overnight rests in towns. It doesn't matter if you guys want to extend the travel time by enjoying settlements some, it's up to you all. I just want to lay out the story itself for you guys to have fun unraveling it.
Is anyone interested?