The 100 is a post-apocalyptic TV show with an intriguing premise: Survivors of a global nuclear apocalypse have stayed alive in a space station for generations. They believe the planet below them to be uninhabitable until they send group of 100 juvenile delinquents to ground, who discover that they’re not alone.
The 100 invites criticism. Somehow humans stayed alive in space for generations without any muscle degradation or loss of bone mass. Finicky technology keeps working for decades without fail. Almost everyone is hawt. You get the idea.
But it’s also a show that provides lessons for running a campaign in a setting where scarcity pushes factions and individuals into repeated conflict. Five seasons in, here are a few of the things about the show that fascinate and inspire me as a GM: Read more