Welcome, to Wastewalker!

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Welcome everyone to a broader, public, debut of my latest project, the Wastewalker Roleplaying Game!

Wastewalker is a 10-level system and setting hack for the Starfinder Roleplaying Game developed by myself, Nate Petersen, over the last 9 years (!!). I am a big fan of the Fallout computer and console game franchise, along with a lot of the aesthetics that make the title’s alternate universe up. As a longtime role player, game writer, and tinkerer I set out to build out my own sandbox to play in. Its taken a long time; when I began the work in 2013, I was adapting and overhauling the original Paizo Pathfinder Roleplaying Game. In the years since, we have seen multiple entries now to the Fallout franchise, an explosion of post-apocalyptic genre releases including the return of the Wasteland franchise, and the expansion of Paizo’s offerings to include the sci-fi system Starfinder!

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Laying Out The Apocalypse

Wastewalker has taken a number of years now of development, in part due to its status as a side gig. On a daily basis, I run a game store with my wife and friend and I program software for the store. As a part of all of that, I’ve written a pretty reasonable amount of software for use with Wastewalker as well. Today’s post is more or less just showing off some work going on to layout the book.

InDesign CS5 and an angry shop-keeper, courtesy of JE Sheilds!

The lion’s share of the content exists right now in spreadsheets and databases, making it somewhat quick to edit, add to, subtract from, and update. Ideally, as things solidify, I’ll be able to offer an SRD-like package of the content, all prepped, ready, linked, formatted, the whole nine yards. Today? Its helping me with the prep for the book.

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Rules Highlight: Archetypes

As Wastewalker develops a following and the rules are refined, we’re going to take some time to call out various rules variations and adjustments Wastewalker makes. We hope that doing so showcases some of the different, and fun, elements of the game without making reading through the whole of the new rules text cumbersome!

Continuing from the previous discussion classes, and on one of the goals with Wastewalker being fast character creation, we’re going to take a little trip back in time, circa 2013, when Wastewalker first started taking shape!

Wanderer, Stranger, and Ranger Subclass Iconics – Anthony Cournoyer
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Rules Highlight: Classes

As Wastewalker develops a following and the rules are refined, we’re going to take some time to call out various rules variations and adjustments Wastewalker makes. We hope that doing so showcases some of the different, and fun, elements of the game without making reading through the whole of the new rules text cumbersome!

Anyone reviewing the classes of Wastewalker will notice a few things, but perhaps rather prominently is that despite the multitude of classes the Starfinder Roleplaying Game supports, there are exactly three base classes covered in the Wastewalker playtest pdf: the envoy, the operative, and the soldier. So, why?

A trio of post-apocalyptic adventurers – Anthony Cournoyer
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Rules Highlight: Ammunition and Encumbrance

As Wastewalker develops a following and the rules are refined, we’re going to take some time to call out various rules variations and adjustments Wastewalker makes. We hope that doing so showcases some of the different, and fun, elements of the game without making reading through the whole of the new rules text cumbersome!

I have to laugh. Ammo and encumbrance rules are almost always highly contentious topics that don’t see anywhere near the discussion that other elements do. Sure, all of the meme groups are awash in alignment debates, edition wars, “does the paladin fall because…” sort of topics, but never ammo or encumbrance until the rubber meets the road, or rather the dice meets the table.

Survival games, however, are almost always about or feature as a major point limited resources. A part of the whole pressure of that style of play is one of desperation, limited ability, making choices, and making do. Outside of computer games, however, that is almost always a nightmare to track which is why ammo and encumbrance rules in tabletop are met with such reactions. No one really wants to do the math! The occasional player may want the immersion, the game master may want to impose the penalties, but often everyone else will nearly revolt. These are rules players hate or embrace and not much middle ground.

For Wastewalker, I’ve borrowed from various places what feels like some of the best options to split that particular hair. As a post-apocalyptic survival, you shouldn’t be able to really lug around unlimited ammo, unlimited supplies, and the like. Good drama comes in part from stress, such having to kitbash together answers in the moment because bringing it all with you isn’t manageable.

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