Players: Martin, Megan, Andy, Cody
In the quiet year, there was only war.
What happens when you take a game about a peaceful community trying to rebuild in a post-apocalyptic world and put them between a rouge military outpost and a city of angry Wal-martians?
The story is about a small group of survivors living in a run down suburban mansion. Low on gasoline and manpower they go out searching for supplies. Their first major discovery is a military outpost inhabited by a small militaristic band who have lost all connection to the governing power.
The next faction to be found is a slum-town dictatorship who's central government is run out of a pilfered Wal Mart. Queue the Wal-martians.
We at the colony have brought in a few Wal-martians out of the slums to help bolster our dwindling numbers but lo and behold one of them is a mad man trying to bring a pack of dogs into the ruling class of our community. He manages to gain some cultist like followers who gather within the walls of our peaceful gated community and something had to be done. Rebellious teens come to the rescue, imprisoning him in a bomb shelter we found and beating the wild dogs away with sticks.
The chaos strikes when our colony makes a deal with the military to get our hands on some precious fuel, all they ask in return is labor to help run things and maintain their base. Due to our lack of manpower we sell the captured Wal-martian dog cultists into slavery to the military to fulfill our end of the bargain.
The Wal-martians grow furious, they overthrow their cruel dictators and a frothing, angry revolution ensues. In fear, we strike a bargain with the military to quell the madness. Tanks roll in and guns blaze, killing many Wal-martians but nothing quiets their anger. Even assassinating their new leadership fails to slow them down.
Because of the deal we struck with the military they now occupy our community and place stringent laws on us, preventing us from advancing in any way. Our terrible alliance forces us to make an attempt to side with the decimated Wal-martians in a revolt against our own new masters. Our attempts at this point to come to an agreement with the Wal-martians fails but we still manage to almost completely obliterate the rouge military in our own revolution.
During this time of occupation the rebellious teens, now lead by Crazy Solar Genius Boy (C.S.G.B.), take residence in a gigantic abandoned super-church. Here they harness the power of the sun and recreate an ancient technology that was responsible for the apocalypse in the first place, solar energy. With this hellishly environmentally friendly power they open the church up to the Wal-martians and are a glowing beacon of hope on the horizon, literally. Due to this advancement in technology they attract a civilized society from the west, striking up a brilliant trade agreement and making the Wal-martian faction (who are now a democratic people) very prosperous.
In order to make peace with the now extremely powerful Wal-martians we colonists hand over both their ex-dictator and the individuals responsible for selling their brothers to the military. These men are promptly executed by being pushed of the Wal-mart sign while strapped into shopping carts. Further rebuilding ensues but is rudely interrupted by yet another warring people. Unable to sustain yet another bloody fight the colonists buckle and are destroyed.
In retrospect I really enjoyed playing this game. Despite the games original intent as a civilization rebuilding game the utter chaos and madness made for an incredible roller coaster ride of survival by any means necessary. I will admit, my actions lead to great strife and the brutal murder of a peaceful template but it was still awesome in my book.
I'm curious to see what other players feelings towards the game as a whole are. Megan, Andy, Martin? What say you?