RPGCodex has conducted an interview with four indie RPG developers (Jason Compton (The Broken Hourglass), Thomas Riegsecker (Eschalon: Book I), Steven Peeler (Depths of Peril) and Vince D. Weller (Age of Decadence)). One of those (AoD) being a post-apocalyptic RPG makes it of interest to us, but beyond that this is an interesting how-to and who-is-who of indie RPGs. On AoD:<blockquote>I dislike traditional "welcome to the magical kingdom of Fantasia, please stop the ancient evil that's threating us again and go all "THIS! IS! SPAAARTAAA!!!" on their asses" fantasy settings, presenting or focusing on external Evil That Must Be Stopped vs internal Good That Must Be Saved conflicts.
I wanted to show you something different, something darker, something brutal and often ugly. I wanted to show a society, comparing to which any external evil is tame and even welcome to finally wipe the slate clean. Going post-apocalyptic to get rid of the artificial layers of civilization and good manners was the best option, in my opinion. It made it easier to set up numerous conflicts that paint the background for quests and side-taking.
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We have the main quests, helping you get to your main goal, and we have side quests, of course. RPG Vault posted an article recently, dealing with side quests, so you can get some info there. To tell you something new, although the main quest is non-linear, factions side quests are linear, presenting well designed stories. You will be given options to switch sides and to stop one storyline and switch to another. You won't be able to finish one and start another though. To give you an example, playing the Imperial Guards storyline, you - among other guards, of course, you are not "teh chosen one", will be tasked to stop a barbarian army recruited by Lord Gaelius to strengthen his position. You can either go through several quests to stop the army, showing your loyality to the Imperial Guards and continuing their storyline or you can recognize a good opportunity to switch sides and help the army to arrive to Maadoran, continuing to play for House Aurelian from that point on.</blockquote>Link: Interview with indie RPG developers on RPGCodex
I wanted to show you something different, something darker, something brutal and often ugly. I wanted to show a society, comparing to which any external evil is tame and even welcome to finally wipe the slate clean. Going post-apocalyptic to get rid of the artificial layers of civilization and good manners was the best option, in my opinion. It made it easier to set up numerous conflicts that paint the background for quests and side-taking.
(...)
We have the main quests, helping you get to your main goal, and we have side quests, of course. RPG Vault posted an article recently, dealing with side quests, so you can get some info there. To tell you something new, although the main quest is non-linear, factions side quests are linear, presenting well designed stories. You will be given options to switch sides and to stop one storyline and switch to another. You won't be able to finish one and start another though. To give you an example, playing the Imperial Guards storyline, you - among other guards, of course, you are not "teh chosen one", will be tasked to stop a barbarian army recruited by Lord Gaelius to strengthen his position. You can either go through several quests to stop the army, showing your loyality to the Imperial Guards and continuing their storyline or you can recognize a good opportunity to switch sides and help the army to arrive to Maadoran, continuing to play for House Aurelian from that point on.</blockquote>Link: Interview with indie RPG developers on RPGCodex