Part Two - Protection and the skills needed. Realism is great fun if you can handle it. I noted in the posts, when it came to protecting bases/camps and loot stores, the frothing screams of 'gun towers', and laser guided ball feminizing landmines' etc etc. After a society shattering incident like this, the idea of being surrounded by 10ft flawless steel walls toppped with razor wire with automated gun turrets and such gizmo's is pie-in-the-sky and ruins the whole idea. People would be happy to have a roof that doesnt leak and a gun that doesn't jam on them when they need it, rather than high tech stuff that simply don't exist in the mainstream. Razor wire....ha! You'd have pits filled with sharpened sticks and tripwires...Rambo style, and even then you'd have to read up on how to make them. Most people, oddly enough, (some people might find this hard ot believe) aren't ready for the breakdown of society. They would have a hard enough time trying to even contemplate not having somewhere to plug their mobile in! They would have to learn, and learn fast. In game terms, Skill sources being an ideal way of dealing with the concept of learning skills that will help you survive,(albeit hardcopy/tapes/MP3/CD's) , AND, making those lucky enough to have the knowledge invaluable to survivor groups, who might otherwise rob 'em and kick them out....or possibly eat them. Skilled individuals would be essential to building a base that works, and keeps working. It would also promote less of the shoot first ask questions later, by promoting trade and barter, not only for items but skills. And imagine being lucky enough to have found a tattered copy of the Anarchistics Cookbook (circa 1990) and how valuable that would make you to others! 'OK, boy (hichichic wheeze) we is gunna shoot ya boy....so squeal like a pig!' 'Ahem...Let me tell you about thermite.....for my freedom that is.'