General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
Gamers Online Now: 1,042
185 members and 857 guests
Most users ever online was 4,029, 8th April 2009 at 05:04 PM.
This product is 56 pages long and free. Cover, credits, intro and ToC take up 4 pages. I counted 17 pages of adds many of them for other Rite... [Read More]
Evocative City Sites Lorn's Entrepot (Abandoned Warehouse) by Rite Publishing. I was given this product for the purposes of this review. This product is 47 pages long. Cover, Credits, two pages of... [Read More]
Feats 101 by Rite Publishing. I was given this product for the purposes of this review. I have not yet played using these feats my review is based on reading the feats and checking a few against... [Read More]
The Plane Below: Secrets of the Elemental Chaos is a 4e D&D product describing some of the different planes in the 4e Cosmology. The book is a typical hard bound book that Wizards of the Coast... [Read More]
Loads of suggestions, wow! I'll have to go through the lists and look at everything.
I looked through some of "All Flesh Must Be Eaten" yesterday and realized that combat mechanics aren't a big deal actually. I'm not sure if I gave that impression, but the survival part would be more focused on trying to find food and shelter than combat.
I have also thought about Unknown Armies, though I have only been a player in a single oneshot so I need to give it a good read to see if that may be something.
I am wary of starting to go through GURPS (or something equally comprehensive), as no one at the table are familiar with it.
Thanks again, and please keep the suggestions coming if you have anything to share!
Not very rules-lite, but I find that GURPs gives me a good fit for the post-apocalypse feel.
GURPS Lite + Autoduel is a pretty complete Mad Max-ish package. You won't have the detailed table-top vehicle combat rules, but you can just default weapon and driving skill rolls to cover it.
You could use Mutant Future and tone down the gonzo (sounds like you're more interested in system than setting, and most of MF's gonzo is setting-type stuff, rather than system-type stuff, anway). Another possibility I'd consider in Chaosium's Basic Role Playing.
__________________ "You want to play "Semantics and Lawyers"? Go ahead. We'll be busy kickin' ass and chewing Stygian Black Lotus- the best!" - Predavolk
You could use Mutant Future and tone down the gonzo (sounds like you're more interested in system than setting, and most of MF's gonzo is setting-type stuff, rather than system-type stuff, anway).
You can download Mutant Future for free here. Careful, it's addictive!
You can sample GURPS Lite for free. GURPS Lite is basically just GURPS with a smaller shopping list, less detail, and no "advanced dials" turned on.
Reasons why GURPS is great for post-apocalyptic:
- Realistic radiation and disease rules if you want them.
- Unrealistic mutations can be point-balanced easily.
- Psionics rules if you want them.
- Species-building is easy. Robot-building is relatively easy.
- GURPS High-Tech is full of modern day hardware.
- Good combat system, but also has good interaction and professional skills to back it up, when you need them.
- Boring stuff, like foraging, holding down a day job, or building mundane items, is largely hand-waved.
- GURPS is set up quite nicely to freely mix improvised equipment, retro TL 4 gear, and modern stuff all using one rules-set. If you want to arm a party with a baseball bat, a zip fun, a hand-forged spear, and a shotgun, GURPS is your game.
- Useful stats for animals.
- If you want to later add "surprises" like magic, aliens, hidden pockets of TL 10 survivors, the fact they aren't actually on Earth, or time travelers, GURPS is very modular and friendly.
Omega World d20 gets my top nod for post-apoc goodness. It really captures the flavor of the very classic Gamma World game very succinctly. It's only about 40 pages in the Polyhedron side of Dungeon #94. You can still find it on the used market. It very concisely presents enough tweaks to the 3.0 d20 system to let you play a complete, fun post-apoc game using the rules you already know. New rules include ones for mutations and defects, which is very classic and fun; and easy rules for modern & sci-fi type gear. Plus, you could very easily port over your D&D or Star Wars minis. I would love to run that game again and would even put up with d20 rules to do it. Here's a link to the author's site:
Savage Worlds is also a great game that can do just about anything. If Omega World wasn't so strong, I'd give it my top recommendation. Here is their free demo:
Judge Dredd d20 also had some post-apoc elements, including a short list of mutations if you wanted to set the action in Mutieland/The Cursed Earth. It's not as strong as these other 2 but definitely possible if you like that flavor. And, you could use your favorite d20-based minis with little to no conversion work.