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Could a game where instead of being brave heroes charging the enemy and delving dungeons, the players are logistics personnel moving supplies from A to B or repairing downed bridges and such? Given the existence of video games like foxhole and eurotruck simulator there's a market, but can that translate to and RPG setting and more importantly could it be fun?
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>>98137107
Maybe as a worker placement board game. Something like Lords of Waterdeep is most of the way there, minus theming.
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>>98137107
That sounds like it would make a workable board game concept.
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>>98137107
Among the main crowds that gather to TTRPGs, I think it could find some moderate success. The issue is people are into personal power in their TTRPGs (whether that be superpowers, technologic equipment, or even the opposing fantasy of working their way up from nothing), and being a logistics officer doesn't scratch those itches for lot of those people.

Depending how you set it up, I could see things like a work crew gathering supplies and travelling out to sites to repair roads, resupply depleted squadrons, and get necessary provisions to beleaguered civilians. I could also see a big focus on keeping the supplies intact and in good working order during a long trip; making sure mold doesn't affect delivered rations, fungi doesn't infest timber, damp conditions don't prematurely activate cement, et cetera. And even when supplies do go bad, you could easily have some more traditional TTRPG antics as you procure replacements in the field.
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>>98137107
The Caesar Three games sort of fit this. So does Factorio, doesn't it? Less so is the Jumplight Odyssey but it does have a strong logistics angle. If you can stop the crew from setting everything on fire.
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>>98137107
No.
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>>98137107
There's a shitload of board games in that vein, go ask /bgg/ about it.
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>>98137107
Anon, just play Traveller.
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>>98137202
You could represent power by how well the war effort is doing. To put it simply.
>delivered X supplies to battlefield
>battlefield expands into enemy territory by X
This sets up the scope for a campaign too, with obstacles and complications propping up.
You can apply the same concept to business ventures as well.
But also >>98138536 is right. Traveller and high level Battletech are management sims.
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>>98137107
High Frontier 4 All revolves around the logistics of interplanetary transport of goods (spaceship parts and water tanks).
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Arn't there some kind of truck simulator on Steam? Do they focus on getting the player into road hazards, or does it deal with changing tires and watering the engine and things, or on shipping on time?
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>>98141339
mudrunner and co would be a cool setting for a non combat roadtrip where nature itself "attacks" you and your truck.
>Tree in the way: how would the player deal with it?
>Heavy rain starts: Will the players stop or risk getting stuck in the mud?
>Random person in need: Will the player just keep driving or stop and quickly help to gain goodwill with the locals?

Adding flavor like "mechs" or "lubercompany" could also extent the idea of it.
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>>98137107
>the players are logistics personnel moving supplies from A to B or repairing downed bridges and such?
Rogue Trader. Literally.
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>>98137107
An Avatar RPG would be perfect for this but /tg/ hates it
>You are an engineer living on bridgehead
>You have to negotiate a truce between a local naavi tribe to build a bridge between bridgehead and a new unobtanium mine
>Everything is in place
>Actually no we've changed our mind
>Why
>The trees said no

Also watch the movie empire of dust it's literally just about a guy trying to get some gravel in the middle of Africa.



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