The problem with this is that game design has nothing to do with story. Games often have stories, but the story always has the same main function in a game: to acknowledge progression.
Designing good game mechanics is the difficult part, and I've yet to find any aids or shortcuts in that department... :(
Regularjoe
The Stephen King seed paragraph is pretty cool, but the post apocalyptic world part is pretty cliche.
All the questions you come up with are like: how can I crib off more popular games?
seanjames
I made up that Stephen King seed paragraph :)
You make a good point. Perhaps I shouldn't have used the post apocalyptic setting as my sample, because there's a LOT of that going around. If I had used something more generic and less in the lime light, this might have been more helpful. I appreciate the feedback.