Just a couple more things to make sure that everything is ready to go..
In the strict order laid out by the book, I'm jumping around a little bit. The reason for that is that I wanted to have an adventure ready to go for my local gaming Meetup, so I moved that step a bit further up the list. Nobody wanted to play my adventure, so it's still waiting and might get a little polish as things proceed.
Since I do seem to be going with the Crisis campaign structure, one of those skipped steps is determine the first and second crises the party's home base will be dealing with.
Crisis
Communications
A relay or node collapse has turned local comms into one or more islands
Law Enforcement
Law enforcement has retreated to defend only itself and its immediate supporters
Now, the book says that I should use the first crisis as a hook for my first adventure, using the Starting Adventure Generator tables, then foreshadow the second crisis for the next adventure. But I've already written an adventure. What should I do?
I think for now, I'll keep that adventure in my back pocket. Try to run it as a more standalone adventure for an introductory one-shot. Sort of like the TV movie that would serve as a "backdoor pilot" for a series.
So what would the first adventure in the ongoing campaign look like?
Let's consult our Crisis Adventure generator tables and see what we get.
A Friend has suddenly lost a critical Thing and needs to get more from a Place.
Friend: Canny old artisan or tech
Thing: Fuel for vehicles or generators
Place: Semi-active battlefield
Now let's see where these results lead us.
Our home Enclave is Eureka, primarily the Old Town region. The setting is a ways past the apocalypse, so more like a Fallout than a Walking Dead, so this might be a failure in the old, wired telephone system that has been brought back to life, or it might be a new system using slightly futuristic (or retro-futuristic) methods. But there's a link somewhere that means that some part of town can't reach out to some other portion. That link can be restored by refueling something, but the necessary fuel is near a semi-active battlefield.
Let's assume that there's some sort of transmitter that's gone down. A repeater tower like modern cell phones use to stay in the network. It can be repaired, but it needs to be refueled. This fuel takes the form of an atomic (or some other bafflegab) power cell. Every power cell in town is working hard keeping other repeaters and other technology powered, so the party will have to find one that's not being used. The most likely place is salvaging a semi-active battlefield, full of the wreckage of various war machines.
The battlefield itself is within the Ruins of Eureka, where the local Beastmen (whom I've decided are Ratfolk) fight to keep their territory. I like Fort Humboldt for this, since it's a good defensible location, within the Ruined portion of Eureka, and it's close to the highway, which means that it might be useful for controlling traffic into and out of the civilized portion of Eureka.
What we have here, then, is an escort quest: The party must protect a canny old tech as they scout out vehicles, either along the highway or along the only road into the Fort, for ones carrying functioning power cells, while the ratfolk attack with ranged weapons at their leisure from the bluff.
The only thing left is to foreshadow the second crisis that we rolled up. On the one hand, without adequate communications, it seems very likely that law enforcement would become very cautious and defensive. But once the communication crisis is resolved, that should resolve itself, right? Unless something happened during the communications blackout that got them good and scared. And the cause of the failure isn't something that's been discussed, so it might have been a deliberate act of sabotage rather than a random failure.
But that's for next session...