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Mind you, I strongly disagree with this one. In any post-apocalyptic setting you can always up the stakes or at very least introduce a new threat unrelated directly to end of the world.
None of that is false, yet foreshadowing a separate while they're already in a situation where they run out of ammo is pretty much irrelevant when they're already in peril. They can cross that other bridge when they get to it, or at least away from the current peril, where they have a chance to acknowledge and focus on the thing you foreshadowed.
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For instance, a living villain might want to detonate a nuke killing all the living and dead in who-knows-how-wide radius. Or go for anything from 28 Days/Weeks Later.
Yeah, but the players aren't going to find that out by encountering random zombies--At least not during the encounter, that's for Investigate later. In both situations, foreshadowing has nothing to do with resolving ammo depletion. That's why it's irrelevant, not because it's irrelevant in general.
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And what about Resources/Stash/Supply skill which you need to overcome occasionally or run out of ammo?
I'm dropping Resources in favor of Rapport for gaining a Barter track, but I'll have a Survival skill that sort of works like craft, but also something like Investigate for finding natural stuff that can help you.
Survival (or Shoot)can replenish Ammo by reloading casings, or Barter by making hand tools, poultices, and so forth. Investigate will do the same by being a stand in for looting.