Computer Origin Story, Part 1

I was listening to a member special from the Accidental Tech Podcast folks, and they were sharing their Computer Origin Stories; remembering their first time using a computer, and their journey from there to their later computer programming jobby-jobs (as Casey always calls their regular jobs) before they all eventually quit to do the podcast full-time, some faster than others.

It’s fun to reminisce! It was all so very long ago, because I am old.

I should probably make this a much longer post, with links and images, but I wanted to kind of sketch out the outline of my own personal Computer Origin Story first. Try to get it down in words. It’s hard and I may be leaving out things and it might not all be in the right order, but here’s my first notes on the topic.

I am unsure if arcade games count for the purposes of “computers” but they were absolutely computers, so I’ll begin the chain of events by my encounter with a Lunar Lander arcade game in what must have been early summer 1979. It was the end of my 8th grade year in Junior High and our class got to celebrate by taking a day trip to the Kah-nee-ta Resort in central Oregon. While the rest of my schoolmates were riding on horseback, or relaxing in the hot springs, or sunbathing, I was in the dark resort lobby feeding quarters into this game trying to land a vector-graphics spaceship on a 2D planet surface, guiding it in by using a knob to control the rotation and a button to feather the rocket to speed up or slow down.

The first personal computer I remember using was a Tandy TRS-80, at a computer store in a suburban shopping mall. I must have been a teenager in my middle years. There was a grocery store in that mall, and when mom would go get groceries, I’d wait for her at the bookstore in that mall, and then, eventually, I’d wait for her in the computer store. This must have been in the early 1980s. I was in high school but I don’t remember what grade. I suppose I can try to find the name of that store, but for the life of me I can’t.

At some point the store ran a contest where the prize was a TRS-80, which would have been prohibitively expensive for my family to buy. To win the contest I had to play a Star Trek game and have the highest score. I got one chance to do it, and I don’t think I lasted longer than a minute or two. My parents, particularly my mom, thought I was going to beat it. I did not, but I had a lot of fun.

That store sold other computers. I would regularly buy issues of Byte Magazine and read up about computers. That’s where my interest began. But it didn’t stop there. More to come soon; there are a few more stops along the way.

Fallout is not a cartoon

A squad of Brotherhood of Steel knights in T-60 power armor approaches the camera.

Credit: Courtesy of Prime Video

This isn’t a spoiler but a funny story I wanted to share. My dad has been staying with me since his apartment got flooded and they found asbestos. His normal TV viewing is procedurals like NCIS or The Rookie, or westerns.

When Fallout on Amazon Prime came out earlier this week, I showed him the trailer to see if it’s something he’d like to watch and his response was “I’m not a big fan of cartoons.” He is entirely unfamiliar with the games.

So I started watching it anyway and now, three episodes in, he’s just as hooked as I am. I think he likes the dark humor and ultraviolence.

That being said, I, too, like the tone of the show as well as the fact that they’ve spared no expense in making the digital world of recent Fallout games into real actual props. Seeing T-60 power armor in action is amazing. There’s a scene near the end of the first episode where someone is being interrogated and they just have the power armor pacing back and forth menacingly. You don’t even see the whole thing, just what passes behind the person being questioned, and the sound effects. Just amazing. Yeah, I imagine that would be intimidating as fuck.

I’ll write a fuller review when I’ve finished it but so far it’s great. I hear the people who whine about things whining about this and The Lore but fuck ’em. I’m not a slave to the lore and neither is Bethesda. Just tell a fun story, that’s all I ask.

Factory Raid

I should have recorded last night’s game of 7 Days to Die with Max and Luke. Particularly the raid on the Shotgun Messiah factory in the wasteland. It was pretty epic.

We met while on the way. I had just dug up a buried treasure in the desert. Me on my motorcycle, them in the 4×4, when we got to the factory we had a time just clearing out the parking lot. Several zombears, many birds, and a dozen zeds. I reminded them that the respawn timer in the wasteland is 0 – for every deado we kill, another one will respawn.

We tried to follow the path through the factory but sometimes it was easier to beat a door down to see what’s around us. Sometimes the zombies did the destruction. At one point we had to swim through a flooded section and we had trouble getting out of the water. Luke and Max could pole up on frames, but for some reason I wasn’t able to get high enough in the water to get a frame under me. I had to place ladder frames on Luke’s blocks and climb up. While I was struggling with that, they were dealing with the zombies in the room above me. I did make it up in time to help them take out the zombies, though.

We reached an office space filled with cubicles and undead businessmen and cleared it out, and we were only one floor above ground level, so we jumped out to dump all the loot we’d collected in the car, then climbed back to where we were. Found a storage area and cleared it out, and there was a ramp made from the collapsed ceiling up to the next floor. It was unclear how to proceed. Nighttime was coming so we decided to hole up there. Luke tried to block off the ramp but we could hear a witch (screamer zombie who calls in another horde if she sees a player) and sure enough she saw us and we had a mini-horde on our hands. Cleared them out, and by then it was night, when the zombies get faster and meaner.

Tried to block the door to the stairwell but we had a constant line of undead coming up to us. Luke and Max started taking out the stairs so they wouldn’t see a path to us. I stood watch looking down the stairwell. At one point a bear charged up the stairs to us but we made short work of it. Luke ran out of gas for his auger so they switched to pickaxes, much slower going, while Max and I fired on the advancing army of the dead.

I tried to reach for a loot bag that dropped just beyond where we were breaking down the cement stairs, and fell almost all the way to the bottom, and had to run and jump back up to our perch with the decaying non-people right behind me.

With the dawn we proceeded upward. Hit a section of the factory where there were huge metal tanks with hatches on top and through them, surrounded by catwalks, that led out to a lower-than-the-top roof but it was a dead end (pun intended) so we had to circle around to find another way up. We gave up, though, and tried to build pillars and ladders to skip to the roof. Max fell, hurt himself, and quickly found himself surrounded by brain-eating zombies. Luke and I were way up on the very top, eyeing the loot. I went back down and saw Max limping around, sure he was going to die, chased by radioactive zombies and acid-puking zombies and dogs and everything else. If it wasn’t so dire it would have been hilarious (OK it was actually hilarious.) A cop zobmie took out our ladder up, stranding Luke. Max found a room he could barricade himself in so I ran in to bandage him up, but he still had two broken limbs.

Once we’d cleared a break in the waves of attakers, we made it to the loot on the roof. Found a chainsaw, an assault rifle, and a bunch of food, and some good schematics, among the other loot. Totally worth it. And nobody died.

A Quiet Apocalypse — The Long Dark Appreciation Post

Point of view shot from the computer game The Long Dark. The character holds a torch in their right hand. It's night, and snowing.
“I probably shouldn’t be out at night in a snowstorm. Pleasant Valley is a killer.”

I died today. Permanently. While hiking towards safety, hungry, cold, and tired, a wolf attacked me. I ran to the nearest shelter, an abandoned church, chased by a whole pack of wolves. Inside, I realized I had no bandages, nothing to stop the blood loss of my painful bites and scratches. Woozy, fading, I tried to tear up my socks and staunch the bleeding.

I was too late. After 106 days in the northern wilderness, I faded into the long dark.

I laughed and then started a new game.

Death in The Long Dark Survival Mode is permanent. There’s no going back. You can only begin anew, on Day 0. The game, from Hinterland Games, is meditative, methodical, and I find it compelling and immersive.

We Do What We Must

The game is survival. Your character is dropped somewhere on the fictional Great Bear Island, the victim of a plane crash, with only the clothes on your back and a handful of items. If you’re lucky (or on lower difficulty levels), you have matches and a hatchet or knife. If not, you’re nearly naked in the snow and ice, far from any shelter. The only score that matters is how many days you can live, looting abandoned human structures or hunting and killing the abundant and often aggressive wildlife.

There are four needs you have to watch and maintain: rest, warmth, thirst, and hunger. Every one of them responds to the actions you take, as well as the environment in which you find yourself. For instance, warmth goes down slower when you’re bundled against the cold, or when you’re inside a house, it goes down faster if your clothes are soaking wet or if the wind is blowing. The game gives you plenty of options to manage all four needs bars—except they’re scattered across the map and randomly placed, with very few exceptions.

Every tool you can find has a purpose. Can opener? You can get more calories from the cans of soup or peaches you scavenge. Prybar? Great for breaking into car trunks or lockers—or for beating up an attacking wolf. You can use the charcoal from burned-out campfires to map your surroundings. Oh, right: you don’t start with a map. Learning the layout of the various regions is part of the learning process of playing the game.

Some tools can be crafted, but only at workbenches or, for the more critical items, at one of the three forges. When you can’t repair your machine-made clothing, you should have been curing hides and guts that are needed to make animal-skin replacements.

It’s long stretches of silence, just the wind, and your character’s footsteps and breathing, punctuated by bursts of intense action as you stab and try to dissuade a predator from making you a meal. The games’ vistas are beautiful; seeing another sunrise after enduring a long cold night in a blizzard is just as rewarding in the game as it probably is in real life. Many of the elements I enjoy from games like Skyrim and the Fallout series are here distilled down to one compelling narrative and milieu: resource gathering and crafting, exploration, management of opposing needs.

Death Is Always An Option

My first real survival mode playthrough was on the second-easiest difficulty level, called “Voyageur.” I wanted to learn the layout of the various regions in the game and see how far I could get. I expected to die much sooner than 106 days, to be honest, even on that level. And there were several points where I very nearly did.

Once, I was trying to reach one of the aforementioned forges by crossing a frozen lake when I attracted the attention of a wolf. I didn’t have a rifle with me (too heavy for this trip); all I could do was light a flare, hoping the flame would keep the wolf at bay. I didn’t want to turn my back to the creature, so I walked backward, waving the flare, only occasionally turning to make sure I was headed in the right direction.

Except… I hit some thin ice, which cracked and plunged me into the frigid water below. I was instantly at risk for hypothermia (on a greater difficulty, it wouldn’t have been only a risk), but the salt in the wound was that the wolf opportunistically savaged me as soon as I was able to climb back out. That time, however, I survived by running carefully across the remaining ice to reach my goal, the forge barn.

What’s The Story, Morning Glory?

It’s OK to loot all these houses and shops because you’re all alone. It’s just you against the environment. If there’s an answer to why no one is there, it’s found in Story Mode, called Wintermute. In the two episodes that have been released, “Do Not Go Gentle” and “Luminance Fugue,” you play as Will, a bush pilot. You find out your plane crashed due to a massive electromagnetic pulse, accompanied by the strange behavior of electrical items when the Northern Lights are in the sky., and your goal, on top of survival, is finding your passenger, Astrid, your ex. Both characters are voiced by veteran actors Mark Meer and Jennifer Hale (also the voices of male and female Commander Shepard from the Mass Effect trilogy, another series of games I love.)

The third episode, “Crossroads Elegy,” follows Astrid’s adventures after the plane crash, and it will drop in less than two days, on 22 October 2019. I can’t wait to play it. The beauty of the game, the thought, and care that the developers have obviously put into balancing all the interconnected systems, and the talents of the writers and actors will make for compelling storytelling.

It might be difficult to tear myself away from struggling to survive in the sandbox, though. This time I’m playing on a harder mode—but not the hardest. Not yet.

Skyrim Memories – Coda

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As of today, about an hour ago, I collected my last achievement in Skyrim. Not even the Special Edition. Oldrim, the original.

Paid a guy online to transfer my saves to PC, bought a second copy of the game, and kept going. I’ve played stealth archer builds, magic-only builds. I’ve played it vanilla, I’ve modded it. I thought I’d done it all. I always assumed I was in it for the story and the immersion and that I didn’t care about being a completist. Figured I just had some Hearthfire achievements to get and didn’t care.

When the Special Edition came out, I started another whole playthrough, too, so there are another 150+ hours on a brand-new character.

When the Special Edition came out, I started another whole playthrough, too, so there are another 150+ hours on a brand-new character.

But… a couple of weeks ago I decided to see what achievements I still had left to get. There were 12: two of the College of Winterhold quests (despite me having done that whole quest chain at least three times; not sure why those were in there); a couple of crime-related ones like having a 1000 septim bounty in every hold or escaping from jail; fighting a legendary dragon, which, again, I am almost certain I have done several times on my highest-level ‘toon (level 81); craft something from stalhrim; and the aforementioned house-building achievements.

I’m done. But that doesn’t mean I’ve spent my last hour in Skyrim. I will return.

I love this game.

Skyrim Memories, Part 3: You Look Radiant, Darling

Some of the funniest moments I’ve had in Skyrim were almost assuredly completely unplanned by the people who designed it.

A screenshot from Skyrim shows a character chasing a horse flying off into the sky along a wilderness road.
A quirk in the physics caused a dragonfly to fly off with my horse.

Skyrim, like the previous titles in the series, or the other major gameworld from Bethesda, the Fallout series, uses scripts to tell all the various characters in the game where to be at certain times of the day, and how to react to events around them, and to moderate how each person feels about the player and the player’s actions.

Radiant Quests, Repeating Forever

Many of the basic quests available to the player are also randomly generated. There’s a list of quest-givers, a list of random loot or rewards, and a long list of possible locations for these quests. This is the Radiant system, and it adds a certain amount of unpredictability to every playthrough.

The game is big, with far too many moving parts, with everything governed by an interlocking set of scripts and triggers, all built on top of an engine that has been expanded and patched over the years. Toss all that together with an unpredictable human player who has been given the freedom to go anywhere, talk to (or kill) almost anyone in the game. You end up with a system that mostly works, but can break pretty easily.

Some of those breaks are predictable and repeatable and become exploits that a gamer can use (or not, if they would rather). And some of those breaks are chaotic, unpredictable, and hilarious. These bugs create some of my favorite moments in the game.

The Unbound Dremora

On one of my most recent playthroughs, I’ve been playing a pure mage, eschewing swords and armor for spells and potions. My character had been only using the various schools of magick to attack, defend, or otherwise complete quests. And eventually she had maxed out her skill in conjuration, the ability to summon things and creatures from other planes of existence.

Having reached this level, there was only one thing left to do: approach the instructor for conjuration at the College of Winterhold basically to complete my degree. The instructor gave me a ritual to perform: summon a dremora (a creature of the plane of Oblivion with great power), defeat it in combat three times, and order it to bring back some powerful artifact. All this, I did, and ran off to give the artifact to the instructor, Phinis Gestor.

Some time later, maybe a week or more in real time, my character was returning to the College to sell off a bunch of loot I’d found, and heard a noise behind me as I entered the dorms. I turned around, and came face to face with the red devil face of the unbound dremora I’d summoned earlier.

The dremora was not hostile. In fact, it seemed listless, quiet, almost depressed. Instead of bellowing threats, it said nothing at all. As I watched, it wandered across the atrium and up the stairs to the second floor. I ran after it, curious, but only watched as it went out the door to the roof. I couldn’t stop laughing. Apparently I’d forgotten to dismiss it after I was done.

A screenshot from Skyrim shows an unbound dremora just wandering around.
This unbound dremora seems almost bored as it wanders the halls of the College of Winterhold.

That dremora is still there, on the roof, staring out to the horizon, stuck here, unable to leave or return to its home dimension. I’ve even tried attacking it to see if killing it will dispell it. Nope. It’s glitched out. It’s immune to attack, and it will not fight back. The College has gained another student, or a mascot.

Unpredictability Is Fun

A downside to the Radiant system is that after a while, these Radiant quests become boring and repetitive, despite the randomness, because they all boil down to “go fetch this thing for me”. It’s clearly not special to that NPC because they keep losing some random weapon or piece of armor in some other random tomb, cave, or dungeon, and only the player can go there and find it for them again.

I assumed that the unbound dremora should disappear, or at least become an enemy you can fight (and loot), after completing the quest. Its persistence is a bug, one that should have been fixed by a patch (and is fixed by the Unofficial Skyrim Patch, a crowd-sourced update provided by fans of the game). But it’s much funnier to have it hang around, observe, and act depressed at its fate.

Skyrim Memories, Part 2: Digging in to the Backstory

In almost 1,200 hours in Skyrim, I have never played a Khajiit, Argonian, Orc, or any kind of Elf.

I don’t know what it means. I’ve just never had the urge to play a non-human. I have played an Imperial, a Nord, at least twice as a Redguard, and several Bretons.

A screenshot from Skyrim shows a Windhelm guard almost, but not quite, holding the hand of a Breton woman in thieve's armor.
“Is this guard trying to hold my hand?”

From a lore standpoint – oh, maybe I should explain that further, what it means to say something like “from a lore standpoint”?

The Elder Scrolls universe started out as a Dungeons and Dragons type of universe, with elves and orcs and humans and magic, but as it’s developed over the years, it has built on its basic Tolkein-esque High Fantasy foundations and has acquired an extensive and deep history.

Who Lives in Skyrim?

The basic humans have become several different races with their own cultures and special abilities. Nords, warriors from the cold wastes of Skyrim. Bretons, who are courtly and full of intrigue and may have a bit of Mer in their background. Redguards, desert nomads with a penchant for piracy and smuggling. And Imperials from the great human Empire at the starry heart of the continent of Tamriel.

The elves have differentiated into the Mer: Altmer, haughty, proud, and more than a little oppressive towards everyone else; the Dunmer, a reclusive culture that worship their ancestors and a triumvirate of demigods; the Bosmer, cannibalistic carnivores who live in mobile giant tree cities. And the Dwemer, who tinkered with magic and science and who conducted an experiment a thousand years ago that probably wiped the entire race out in a single swift mystical extinction event but left their ruins and artifacts laying around everywhere.

And then there are the “beast races”, the Orcs, the cat-like Khajiit, and the lizard folk Argonians, each with their own culture and history and spot on the map to call their own.

Environments Tell Stories

Shortly after becoming immersed in the game of Skyrim, I discovered that there was a lot of backstory I was missing, and, like any new fan, I would spend hours prowling the Unofficial Elder Scrolls Page and Elder Scrolls wikis, and read posts and threads on the Reddit group TESLore. Timelines, famous historical people and places, demigods and demons. It was endlessly fascinating to me, and the more I learned, the more I realized it was all reflected and expanded by material I found in the game.

So many books. In the game. If my character found a bookshelf, each book on the shelf could be opened and read. Some were in-universe fiction. Some were in-universe history. Plays, journals by explorers. Even erotica. It can all be found, read, collected. Some would start off quests of their own, tracking down a powerful weapon or rescuing trapped adventurers.

Bethesda, the company that writes and produces the games, is an expert in what they call environmental storytelling. In a dungeon you can find a journal that fills in what someone was looking for, and then a little further on, you find a body, killed by an unforeseen trap just inches from achieving their goal, and a story, with a beginning, middle, and end is told, economically. And this kind of thing happens over and over and over again. Without leading your character along specific path, you gain insight into the living world you’re adventuring in. It’s beautiful, and beautifully done.

Meaning From Small Scenes

One of the first examples of this that I found in the game, on my first character, was near the starting tutorial area. My character, out exploring, found a path that lead up from the road into the woods. The path led to a small underhang on a cliff face, with a statue of Talos, the founder of the human Empire who was worshipped as a god, and a shrine. And laying around the shrine were bodies labelled “worshiper”, dead, in pools of their own blood, wearing simple clothing, unarmored, weaponless.

Alongside those bodies is an Aldmeri agent, in his distinctive dark purple and gold robes, also dead. On his body can be found a note titled Thalmor orders, which explains that the Thalmor are rooting out, arresting and executing any Talos worshippers they can find. The note is signed by Elenwen, an ambassador who shows up later as a real NPC during the middle stages of the main quest.

A screenshot from a game shows four dead worshippers and a dead Thalmor agent at the base of a shrine to Talos.
The massacre of Talos worshippers

One dead Thalmor, four dead human worshippers, and a motivation gleaned from a small notes.

A player seeing this scene can make a choice. They can just loot everything and move on; those robes alone are worth a couple of hundred gold pieces. They can feel empathy for the worshippers. They can side with the Thalmor and feel disgust for the humans who think a mere man can rise to godhood, clearly a heretical thought. All of those choices are open, none of them have any direct benefit or effect in pure game mechanics. To a role-player, though, the scene gives a chance to insert their character into an ongoing narrative, and expands on the feeling that the land of Skyrim is a living one with lots going on.

Building Character

What did I do the first time I saw this scene? I can’t remember but I probably looted everything and moved on, tucking the note away to save it for my collection. But it moved me, and I felt a tiny bit of sympathy for the dead worshippers, and it motivated me to look more closely at this whole Talos crackdown. I was still new to this world and history. I didn’t know enough.

My reaction the next time I saw it, however, was through the eyes of a different character, a Nord who was returning to their homeland to fight the fascist Aldmeri Dominion and their Thalmor agents. I had a visceral reaction to it, and it shaped my new character’s story, motivating her to join the Stormcloaks under Jarl Ulfric in Windhelm, taking a side in the civil war tearing Skyrim apart.

Skyrim, more than any other game I’ve played, encourages that kind of role-playing. That’s the standard that leads people to put hundreds and hundreds of hours into playing.

Skyrim Memories, Part 1: The Most Open Open World

5 years ago this month, I discovered The Elder Scrolls V: Skyrim, and I’ve never stopped playing it since.

Traditionally we celebrate Thanksgiving by going to their beach house in Lincoln City and spend the whole four-day weekend, and that year, Bill and Max had brought their XBox down because they were both addicted to Skyrim, which had been released just a couple of weeks earlier. I watched them play, and I played a little bit myself, and it was impressive as Hell.

At one point Max decided he wanted to fight two dragons at the same time, as a way to up the challenge. So he fast-travelled to somewhere near Darkwater Crossing, hoping to trigger a random dragon on top of the one that lived in the hot springs of Eastmarch.

He got his wish, and the dragon fighting music started up, and the fight began.

And somehow, somehow, another dragon showed up. Two dragons are a challenge. Three dragons was epic. I cheered Max on as he died several times before eventually bringing defeat and stealing the souls of those three dragons.

My Turn to Play Skyrim

When I got home from the trip, I went out and bought a used Playstation 3 and a copy of Skyrim to play on my giant plasma TV, and promptly fell headlong into the game for that entire winter. And then some.

I would play all night and drag myself to work on a complete lack of sleep and try not to regale my co-workers with Skyrim stories. Meeting the talking dog. Going on a cross-province adventure retracing my steps after blacking out from a drinking contest with the demigod of debauchery. Meeting the mind behind the mysterious and reclusive hermits that train you to shout as a weapon. The spooky night I finally explored a Dwemer ruin and saw the pathetic creatures that had been their slaves, the Falmer.

And plenty of dragons. Always an awesome battle to fight dragons. I never had the bad luck Max did; one at a time was always plenty for me. But the game didn’t run so well on Playstation. There were memory leaks and for such a huge, open world, it pushed the hardware much further than it had any right to.

Is that dragonfly… carrying my horse?

I had about 250+ hours on my first character, a Redguard with no backstory (because I didn’t really know that was a thing to do yet), when I got my first, and last, dragon spawn inside a city. Poor Riften. I assumed so many people were going to die that day, decimating that town. What I couldn’t foresee was that it was my hardware that wouldn’t survive. The game slowed to a crawl, becoming a slideshow, and finally the whole thing just shut down completely. My used PS3 would never start up again. Skyrim killed it dead.

So Good I Bought It Twice

But I still had more Skyrim to play. It wasn’t too long after that I purchased a Windows 7 license and installed it on a BootCamp partition on my MacBook Pro, just to see if I could get Skyrim to run. I bought the game a second time, this time from Steam. It ran on medium display settings, even though the fans on my laptop would run up to jet-airliner-taking-off sound levels. I found someone who could break the Sony DRM on my PS3 save files and kept playing my original character, finishing every quest, visiting every named location, and becoming leader of every single guild. He became a dragon-riding all-conquering badass.

Matla is pleased

So I started new characters, to do it all over again. I installed mods to make it run better, fix problems, and add new items, clothing, characters, and locations to the game. And when Skyrim Special Edition came out last month, I started a brand-new character, this time with a backstory and a goal, and I’ve added another 100+ hours to my total play time, which is now approaching 1,200.

I’ve defeated Alduin, the world-eater, several times. I’ve played the DLCs through at least twice each, discovering the island of Solstheim and the beautiful Forgotten Vale, and I’ve built my own home from quarried stone and lumber I’ve chopped myself. All in simulation.

A Short Skyrim Series

There’s always something to do in Skyrim, some place to explore, some story to tease out of the left-behind books or notes or snippets of conversation, or some new thing to craft from found materials. I can spend time just gathering butterfly wings and blue mountain flowers for a potion, or go hunting dragons, or anything in between.

Over the next several posts, just for fun, I’m going to write about some of the funny, sad, and touching moments I’ve had playing this silly game. I can’t believe how much I’ve gotten out of wandering around the snowy frozen norther province of Tamriel, home of Men, Mer, Khajiit, Argonians, and other even stranger beasties.

Fallout: Willamette Wasteland

Because I’m stressed and probably should be working, I find my thoughts turning to a favorite mental landscape: my beloved Portland, OR, transformed into the Willamette Wasteland via the lens of the Fallout universe. A river of radiated sludge bisecting the shattered downtown towers on the west side from the sprawling shantytowns on the east side, under green clouds of acid rain, a gloomy, muggy nightmare.

I’d love to run an RPG set in the Fallout universe, and of course I would set it in my hometown. And because of all the election follies of America’s real-world silly season 2016, I’ve got an idea for a central storyline.

Some of the scattered tribes of Old Portland have been struggling to find some way to choose a leader. The selection process has lasted for years, perhaps decades, and has devolved into fighting, raids, and guerrilla warfare. Some of the more power tribes include:

  • The Hill People: Residing in restored mansions in the West Hills live a handful of relatively wealthy and diverse families who have accumulated their stashes of food, weapons, and bottlecaps by strongarming other smaller raider groups into paying taxes or face extinction. In return, the raider tribes get access to Welfare Centers: meal halls and communal housing, open to any and all as long as they pay their taxes.
  • The Berners: An idealistic group of primarily young and old men living in several camps on the east side of the river. The Berners take umbrage at the two tiered class system created by the Hill People. They find themselves outnumbered and outgunned but remain highly confident that they can locate the secret location of the Hill People Repository, break in, and redistribute the cache among all the people of the Willamette Wasteland.
  • The Orangeheads: These folk protect themselves from dangerous acid rains and radstorms with a thick orange paste under their tattered Old World suits and dresses. Their goals are chaotic and random, but mostly they want to destroy all other tribes, or at least intimidate them all into fleeing the valley. They once attempted to get a group of roving Deathclaws to build a wall around the downtown area, which did not go well for them and greatly reduced their numbers.

That’s just off the top of my head. It’s all so silly. Would anyone buy in to such an off-kilter environment?