I want to have my players simply survive for maybe a session or two--building their own weapons, hunting, building shelter. The story is they get stripped of everything they have and get dropped off on a seemingly uncivilized planet. It's fantasy flight star wars but I'm willing to homebrew in some survival rules. What systems do survival well? Have you guys been in any cool survival games? What works well?
>>54307271
Apocalypse World's crafting rules for the Saavyhead make a nice (and system nuetral) framework for this sort of thing:
When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of some shit, decide what and tell the MC. The MC will tell you “sure, no problem, but…” and then 1 to 4 of the following:
>It’s going to take hours/days/weeks/months of work.
>First you’ll have to get/build/figure out —— .
>You’re going to need —— to help you with it.
>It’s going to cost you a fuckton of jingle.
>The best you’ll be able to do is a crap version, weak and unreliable.
> It’s going to mean exposing yourself (plus colleagues) to serious danger.
>You’re going to have to add —— to your workplace first.
>It’s going to take several/dozens/hundreds of tries.
>You’re going to have to take —— apart to do it.