There were some interesting insights in this thread, especially regarding gnosticism & the invisible hand. I'm running a Qst (a collaborative choose-your-own-adventure), with dice rolls built into the website, essentially fulfilling the role of a DM. I would love to get some new players over onto the /Qst/ board, especially those who have contributed worthwhile discussion here.
Fallout: The Broken Shore, is a Qst I took over from the original QM due to them flaking, but it just so happens I had been working on an extremely similar setting as theirs, so I took over. Fallout is the basis of the setting, but I incorporate other post-apoc elements, iron out the lore to make the pre-war world make sense, & throwout any Bethesda-isms or other aspects that I don't care for & aren't conducive to coherent worldbuilding. I'm also including more esoteric pieces, whether they be beyond political or metaphysical.
Influences include Metro, Stalker, Waterworld, The Road, Ashes 2063, etc.
The parlay has gotten down to brass tacks, what's on offer from the surface-world sailors. Is it worth selling out your vault, or should you drop the ruse? Drop a vote, & feel free to catchup, only one thread before this one (linked in the thread) & we're about 200 posts in.
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