A typed Massive Multiplayer Online Role Play Game [tMMORPG]
A Record of the Collapse and the Kindling That Followed Compiled from recovered fragments — Year Zero of the New Reckoning They called it the Meridian. Not because anyone planned it, not because any government declared it, and certainly not because the historians — what few remained — agreed on a single date. They called it the Meridian because it was the precise moment the world stopped moving forward and began, with terrible momentum, to fall back into itself. It started, as so many catastrophes do, with something ordinary. Oil. Black crude. The ancient pressure-cooked remnants of organisms that died before humanity drew its first breath. For over a century, civilization had run on the stuff — not merely its cars and factories, but its food, its plastics, its medicines, its wars. Especially its wars. When the reserves began to thin, the great powers did not gather around a table. They gathered around maps, pointed to lines drawn in sand and ocean floor, and sent young men and women to die in places they could not previously have found with both hands and a compass. The Oil Conflicts, as they would later be catalogued, began as what most conflicts do: a series of misunderstandings dressed in the uniform of ideology. The South China Sea fractures of the late twenty-thirties. The Persian Corridor Wars... know more... or Keep reading it...
Create stories, missions, characters, and conflicts for Role Play campaigns in a post-apocalyptic world where humanity survives in bunkers connected by old terminals.
> connection established...
> searching campaign files...
> threat detected: contaminated surface
> new story ready for transmission
Network status: unstable, but operational.
'BROADCAST - Sends a templated message to all bunkers',
'CONNECT TO [HTTP_PROTOCOL://SERVER_IP_ADDRESS:PORT] - Connects to a Server by UpLinked Terminal and Satellite',
'CLASS SELECT [CLASS NAME] - Selects a survival class to play',
'CLEAN - Clean X-TERMINAL data',
'CRAFT [ITEM NAME] - Crafts an item, if necessary resources are available',
'ENV ADD [KEY] [VALUE] - Adds a new environment variable (USE IT FOR KEEPING SAVE SOME USEFUL IDS)',
'HELP - Shows this short commands list',
'HELP ALL - Shows all commands list',
'INVENTORY - Shows kinds of items and quantities you have',
'POST TO [SUPPLIER_ID] [BUNKER_TARGET_ID] [ITEM_ID] - POST/Give some item to some survivor [Sup] who will delivery it
'RECEIVE LIST - Lists text messages your bunker received',
'SEND [another bunker id] [message] - Sends a text message to another bunker',
'STATUS - Shows terminal and bunker information',
'WHO AM I - Shows your survivor information',
' ',
'[COMMAND] HELP - Shows help for a specific command'
Resources for game masters and players
Generate narrative material quickly without losing the dark atmosphere of underground survival.
Story Archives
Create plots involving rival factions, resource scarcity, internal sabotage, and secrets buried before the fall of civilization.
Survivor Characters
Develop bunker leaders, communications technicians, surface explorers, improvised doctors, and infiltrated agents.
Terminal Missions
Receive goals in the form of coded messages, emergency calls, and transmissions intercepted by the network.
Survive the next session
The world outside is toxic, hostile, and almost forgotten. In the bunkers, every decision can mean the survival of an entire community.
- [01] Generate political conflicts between shelters.
- [02] Create dangerous expeditions to contaminated ruins.
- [03] Build mysterious transmissions from lost bunkers.
- [04] Turn power failures into narrative events.
Transmission log
The last message received from the external network:
“If anyone is still listening to this channel, do not open the east hatch. They are no longer human.”
{{dash.bunkers}}
Active bunkers
{{dash.messages}}
Interactive Messages
{{dash.stories}}
Generated Stories
{{dash.users}}
Survivors
Prepare your campaign
Turn a simple Role Play session into a desperate transmission for humanity’s survival.
Initial module
Define a threat and let the system generate the campaign’s first conflict.