lenardg
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Joined: Fri 22 Apr 2022, 14:14
Location: Finland

More havens ... by AI?

Wed 17 May 2023, 09:41

As part of my work I have been working with generative AIs for a short time now. I also experimented how AI could be used in RPGs, generating all sorts of content and giving ideas and help out the HM. I actually have been planning / working on an AI assistant using GPT for Game Masters to help run games.

Now that we see there are not many examples of havens in the core books, I decided to look at GPT if I can get some great havens generated with it.

So, here are a few havens I generated using ChatGPT. I will add them as posts under this new topic.

Here is the prompt I used for now. You can use either the publicly available ChatGPT 3.5 or if you are a Plus subscriber, GPT-4 produces better results. To run the prompt, give it new ideas what to generate - of course you can just ask it to make something up. If you are new to GPTs or haven't used them yet, feel free to give your "ideas" here and I will run at least some of them for you and post the results.

You are the Game Master of a post zombie apocalypse tabletop RPG. You job is to create havens or safe places for the player characters. My input will identify some characteristics of the haven, like location or feel or something similar. You will need to describe the safe haven using this new location or feel. A haven needs a location, how does it look like, what is the capacity of it (how many people can fit it), what kind of supplies it has at the moment, does it have defenses and what kinds (examples: walls, alarms, wooden fence, doors, is it built or is it an existing location/building, etc), how well it defends againts walkers. Describe all the defenses in the description, but then include an aggregate defense score for the entire haven from 0 (no defenses at all) to 6 (military base with modern surveillance and metal/concrete walls and doors)

Havens might have 0-3 issues (some examples: leaking roof, unguardded undergrond tunnels, weak spot in wall, surrounded by walkers, not secured fully yet, unreliable or missing equipment, low or no supplies, internal conflicts, problematic survivors, or make up more appropriate ones for a detoriating post apocalypse world etc). Present issues in a bulleted list.
 
lenardg
Topic Author
Posts: 39
Joined: Fri 22 Apr 2022, 14:14
Location: Finland

Re: More havens ... by AI?

Wed 17 May 2023, 09:42

Haven Name: The Mariner's Refuge

Location: An abandoned luxury yacht moored at a relatively secluded and untouched marina on the outskirts of a once bustling coastal city.

Description: The Mariner's Refuge, as it's been named by its occupants, is an impressive sight. The yacht itself is a sleek, multi-decked vessel, complete with several lavish staterooms, a spacious dining area, a well-stocked kitchen, and even a small indoor pool. The decks provide a panoramic view of the surrounding area, including the city skyline and open ocean. The marina's surrounding buildings are mostly abandoned, with the occasional moaning of walkers drifting in from the city.

Capacity: Given the yacht's size, it can comfortably accommodate up to 30 people, though in a squeeze, it could house up to 50.

Supplies: At the moment, the Refuge boasts a decent stash of canned foods, bottled water, medical supplies, and some fishing equipment left by the previous owner. They also have a small stash of firearms and ammunition, likely left behind in the captain's quarters.

Defenses:
  • The yacht itself provides a natural barrier against the walkers, as they can't swim or operate boats.
  • The marina is fenced off with a chain-link fence, and the survivors have strengthened it with additional barricades.
  • There's only one main entrance to the marina, which is guarded at all times.
  • The survivors have set up a makeshift alarm system using bells and tin cans to alert them of any approaching walkers.
  • The deck of the yacht provides a high vantage point for keeping an eye on any approaching threats.
Defense Score: 4. While not fortified like a military base, the natural barriers and active defense measures provide substantial protection against walkers.

Current Issues:
  • Fuel shortage: The yacht's fuel reserves are running dangerously low. Without fuel, the Refuge loses its primary escape plan in case of a large walker attack.
  • Fresh water: While they have a stock of bottled water, the lack of a sustainable fresh water source is a growing concern. The survivors have started attempting to harvest rainwater.
  • Internal Conflict: As the number of survivors grows, tensions and disagreements over leadership and resource allocation have begun to surface. This could potentially lead to an internal power struggle.
Last edited by lenardg on Wed 17 May 2023, 09:45, edited 1 time in total.
 
lenardg
Topic Author
Posts: 39
Joined: Fri 22 Apr 2022, 14:14
Location: Finland

Re: More havens ... by AI?

Wed 17 May 2023, 09:44

a refuge somewhere in the cold climate

Haven Name: The Frosthold

Location: A former ski resort located high up in the snow-covered mountains.

Description: Frosthold is a stunning mix of natural beauty and man-made comfort. The main lodge is a large, log cabin-style building, complete with a massive stone fireplace, a communal dining area, and multiple floors of guest rooms. Nearby are smaller cabins that once served as private rentals. The area is surrounded by a dense forest, offering a stunning view of snow-capped peaks and the distant valleys below.

Capacity: The main lodge can accommodate up to 70 people comfortably, while the smaller cabins can house an additional 30-40. In total, Frosthold can house about 100-110 survivors.

Supplies: The resort was stocked for the ski season when the apocalypse hit, so there is a significant amount of non-perishable food, bottled water, winter clothing, and medical supplies. A handful of hunting rifles and a decent supply of ammunition were also found in the resort's security office.

Defenses:
  • The mountainous terrain and cold climate act as a natural deterrent to walkers, who move slower and freeze in the cold.
  • The main lodge and cabins are constructed from sturdy wood and stone, offering good protection.
  • Perimeter alarms, created from salvaged ski equipment and cans, are set up around the resort.
  • The high vantage points from the resort and nearby slopes allow for effective surveillance.
  • Makeshift barricades have been set up at the main roads leading to the resort.
Defense Score: 4.5. The cold climate and difficult terrain provide a significant advantage against the walkers, supplemented by the man-made defenses.

Current Issues:
  • Avalanche Risk: The survivors have been using dynamite to purposely trigger smaller avalanches to deter walkers, but this increases the risk of a larger, uncontrollable avalanche.
  • Limited Accessibility: The heavy snow and mountainous terrain make it difficult for the survivors to leave the resort to scavenge for supplies. Their mobility is further hampered by their limited supply of winter fuel.
  • Inadequate Heating: While the resort has several fireplaces, there's a shortage of chopped wood. The large glass windows in the main lodge also let out a lot of heat, making it difficult to keep the place warm.
 
lenardg
Topic Author
Posts: 39
Joined: Fri 22 Apr 2022, 14:14
Location: Finland

Re: More havens ... by AI?

Wed 17 May 2023, 09:46

An abandoned gas station

Haven Name: The Fuel Stop

Location: An abandoned gas station located at the crossroads of two deserted highways.

Description: The Fuel Stop is a simple, single-story building that was once a bustling hub for travelers. It includes a service area, a convenience store, and a small mechanic's workshop. Out front, there are a few rusty old pumps under a weather-beaten awning. A large sign advertising gas prices stands tall, visible for miles around. The area is flat and open, with a clear view of the highways stretching out in all directions.

Capacity: Given the building's small size, it can only comfortably house around 10-15 people.

Supplies: The convenience store still has a decent amount of canned food and bottled water. The mechanic's workshop has a variety of tools and car parts. A lucky find was a few barrels of gasoline stored in a shed behind the station, although it's been partially used already.

Defenses:
  • The building itself is sturdy, made from concrete blocks, with only a few windows that have been boarded up.
  • The survivors have erected a makeshift metal fence around the station using scrap from nearby wreckage.
  • The gas pumps can be used as an emergency weapon, igniting the gasoline to create a wall of fire (though this is a last resort due to the scarcity of fuel).
  • Surveillance is easy due to the flat and open terrain.
Defense Score: 2.5. The defenses are rather basic, and the open terrain could allow walkers to approach from any direction. However, the potential use of gasoline as a weapon offers some deterrence.

Current Issues:
  • Fuel Depletion: The remaining gasoline is running low. Once it's gone, the haven loses both a valuable resource and its primary defensive measure.
  • Lack of Secure Living Space: The small size of the gas station means people are crammed together, and there's little room for error if the building's defenses are breached.
  • Noise from Highway: The sound of the wind whistling through the abandoned cars on the highway can mask the sounds of approaching walkers, making it harder to detect threats.
 
lenardg
Topic Author
Posts: 39
Joined: Fri 22 Apr 2022, 14:14
Location: Finland

Re: More havens ... by AI?

Wed 17 May 2023, 09:48

urban environment, somewhere in a middle sized city, warm climate (florida maybe?)

Haven Name: The Sun Plaza

Location: An enclosed shopping mall in the heart of a mid-sized city in Florida.

Description: The Sun Plaza is a massive multi-story structure, once filled with shoppers and now eerily quiet. The mall includes a variety of stores, from clothing and electronics to a large supermarket and a home supplies store. Skylights allow natural light to flood the wide corridors during the day. Several large atriums are filled with now-overgrown greenery, providing a touch of nature amidst the commercial setting.

Capacity: With ample space, the mall can comfortably accommodate up to 200 people, potentially more if the situation requires.

Supplies: Given the variety of stores, the mall has a wide range of supplies. There's a large quantity of canned and dry food from the supermarket, clothes from various stores, and a significant stock of tools, camping equipment, and home supplies. A few security offices in the mall also yielded firearms and walkie-talkies.

Defenses:
  • The mall's entrances have been barricaded with a mix of security shutters and reinforced blockades constructed from materials found in the mall.
  • The vast rooftop provides a vantage point for surveillance, and solar panels installed there provide a sustainable energy source.
  • The mall's security system, including CCTV cameras, has been partially restored and is used for monitoring multiple areas at once.
  • The indoor nature of the mall provides protection from Florida's harsh weather and heat.

Defense Score: 5. The Sun Plaza offers substantial protection with its reinforced entrances and the use of technology for surveillance. The natural barrier of the city's urban environment also slows down the walkers.

Current Issues:
  • Inadequate Sanitation: With the increasing number of survivors, maintaining cleanliness and sanitation is becoming a challenge. The mall's restrooms can't handle the load, and waste disposal is becoming a problem.
  • Unexplored Sections: Some parts of the mall, like the underground delivery tunnels and storage areas, haven't been fully explored or secured yet, presenting a potential risk.
  • Limited Water Supply: While there's ample food, there's a shortage of drinking water. The survivors have been relying on bottled water from the supermarket, but it won't last forever.
 
lenardg
Topic Author
Posts: 39
Joined: Fri 22 Apr 2022, 14:14
Location: Finland

Re: More havens ... by AI?

Wed 17 May 2023, 09:50

A farm in France

Haven Name: La Ferme du Refuge (The Refuge Farm)

Location: A sprawling vineyard and farmhouse in the wine country of Southern France.

Description: La Ferme du Refuge is a picture of rustic charm and pastoral beauty. The main farmhouse is a two-story stone building with a terra cotta roof, surrounded by a courtyard and various outbuildings, including a barn and a wine cellar. The vineyard stretches out around the farmhouse, rows of grapevines rolling over gentle hills. There's also a small orchard and a vegetable garden near the house.

Capacity: The farmhouse and outbuildings can comfortably house around 50 people.

Supplies: The farm has a rich supply of food, including preserved wine, cheese, and canned goods. The vineyard, orchard, and vegetable garden provide fresh produce, and there's also a chicken coop for eggs. A shed houses various farming tools, which can double as rudimentary weapons.

Defenses:
  • A stone wall surrounds the farmhouse and courtyard, acting as the first line of defense.
  • The vineyard's rows are difficult terrain for walkers, slowing their approach.
  • The survivors have rigged up an alarm system using farm bells.
  • The farmhouse's second story and the barn's loft provide vantage points for surveillance.

Defense Score: 3. The defenses are fairly basic, but the difficult terrain of the vineyard provides a unique advantage.

Current Issues:
  • Weak Spot in Wall: Part of the stone wall surrounding the farmhouse is old and crumbling, potentially allowing walkers to break through.
  • Limited Long-Term Supplies: While there's ample food for now, the vineyard and gardens are labor-intensive and require specific knowledge to maintain. Without someone who knows viticulture and horticulture, the food supply might dwindle.
  • Isolation: The farm is quite secluded, making it difficult to reach other survivors or scavenge for supplies. It also means help would be slow to arrive if they were to be overrun by walkers.
 
lenardg
Topic Author
Posts: 39
Joined: Fri 22 Apr 2022, 14:14
Location: Finland

Re: More havens ... by AI?

Wed 17 May 2023, 09:52

a bar in a city

Haven Name: The Last Round

Location: A retro-style bar located in the downtown district of a mid-sized city.

Description: The Last Round is a cozy, dimly-lit establishment with a long wooden counter, booth seating, and a small stage for live performances. Memorabilia and neon signs decorate the walls, and there's a pool table in one corner. The back of the bar leads to a small kitchen, restrooms, and a cellar stocked with alcohol.

Capacity: The bar itself is small and can only comfortably house around 15-20 people.

Supplies: Supplies include a large amount of alcoholic beverages, some non-perishable food items from the kitchen, and basic first aid kits found behind the counter. There are a few baseball bats and pool cues that can be used as weapons.

Defenses:
  • The bar's windows have been boarded up and the entrance reinforced with furniture and metal debris.
  • The cellar provides a secure hiding place in case of a breach.
  • The bar's location in a city alleyway means there's only one primary entrance, which is easier to guard and monitor.
  • Makeshift alarms using beer bottles have been set up near the entrance.

Defense Score: 2.5. The defenses are pretty basic and mostly focused on fortifying the entrance and windows. The location in a city adds an additional layer of protection, as the walkers are dispersed.

Current Issues:
  • Food Shortage: While there's plenty of alcohol, there's a severe shortage of food supplies. Scavenging in the city is becoming increasingly necessary, but also more dangerous.
  • Lack of Medical Supplies: The first aid kits in the bar are basic and are quickly being depleted. There's a need for more comprehensive medical supplies.
  • No Escape Route: Currently, the bar only has one entrance and exit. If that gets breached, the occupants could be trapped inside.
 
lenardg
Topic Author
Posts: 39
Joined: Fri 22 Apr 2022, 14:14
Location: Finland

Re: More havens ... by AI?

Wed 17 May 2023, 09:54

small town far away from everything but with some problematic leaders

Haven Name: The Quiet Vale

Location: A small, isolated town situated in the plains, far from any major city or highway.

Description: The Quiet Vale is a picturesque small town with quaint houses, a town hall, a general store, a school, and a church. The town is surrounded by farmland and flanked by a dense forest. The main street is lined with trees, and the buildings, though showing signs of wear, retain their charm.

Capacity: The town can comfortably accommodate up to 200 people across its various homes and public buildings.

Supplies: The general store and homes were well-stocked with food and water, and the farmland around the town provides potential for self-sufficiency. There are also various farming tools, a few hunting rifles, and basic medical supplies.

Defenses:
  • The town's seclusion serves as a natural defense, as the walker population is relatively low in the area.
  • Makeshift barricades have been set up at the town's entrances using farm equipment and vehicles.
  • The bell tower in the church serves as a lookout point, providing a panoramic view of the surrounding area.
  • An early warning system has been set up using a network of tin cans and bells around the town's perimeter.

Defense Score: 3. The Quiet Vale's isolation and makeshift defenses provide reasonable protection, but nothing too sophisticated.

Current Issues:
  • Problematic Leaders: The town council, made up of a few of the original town's residents, has taken charge. However, they're often at odds with each other and their decisions have been questionable, leading to unrest among the survivors.
  • Lack of Skilled Labor: While the town has farmland, there's a lack of people with the necessary farming skills to ensure a stable food supply.
  • Unsecured Forest: The forest flanking the town hasn't been fully secured or monitored, presenting a potential risk of walker attacks from that direction.
 
lenardg
Topic Author
Posts: 39
Joined: Fri 22 Apr 2022, 14:14
Location: Finland

Re: More havens ... by AI?

Wed 17 May 2023, 10:02

An old schoolhouse from the beginning of the 20th century, wood construction, close to a small village on Prince Edward Islands.

Haven Name: The Maritime Haven

Location: A quaint, early 20th-century wooden schoolhouse, located near a small village on Prince Edward Island, Canada.

Description: The Maritime Haven is a charming two-story wooden building with a pitched roof and large, now-boarded-up windows. It exudes a rustic charm with its worn-out paint and weathered wood. Inside, the schoolhouse is divided into several classrooms, a small library, and a storage basement. Outside, there's a modest yard with a few maple trees and a vintage swing set. The schoolhouse overlooks a serene coastline, while the village lies a few miles inland.

Capacity: The Maritime Haven can comfortably accommodate around 30-40 people.

Supplies: The schoolhouse had some preserved food and water in the basement, along with basic first aid kits and a wealth of educational books. There are also various school supplies and some sports equipment that could be repurposed for defense.

Defenses:
  • All entrances and windows have been fortified with extra wood planks and metal scraps found in the village.
  • The coastline provides a natural barrier on one side, limiting the directions from which walkers can approach.
  • The schoolhouse's bell is used as an alarm system, and the roof serves as a lookout point.
  • A makeshift fence has been erected around the perimeter using wooden planks and barbed wire.

Defense Score: 3. The defenses are relatively basic, but the coastal location and the fortified entrances provide reasonable security.

Current Issues:
  • Wood Rot: The wooden structure of the schoolhouse has areas of rot and termite damage, making the building vulnerable.
  • Limited Heat Source: With the cold Canadian climate, heating is crucial. The schoolhouse has an old wood-burning stove, but the supply of firewood is dwindling.
  • Village Walkers: The nearby village has a small population of walkers. While they're currently not a threat, a large-scale migration could overwhelm the schoolhouse's defenses.
 
Oddball_E8
Posts: 442
Joined: Sat 14 May 2016, 20:13

Re: More havens ... by AI?

Wed 17 May 2023, 20:52

Cool!

Seems like this could be used for most other FL games that use a haven type system.

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