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Best Post-apocalyptic RPG?
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<blockquote data-quote="Wik" data-source="post: 4030652" data-attributes="member: 40177"><p>First off, I love Post-apoc gaming, and post-apoc fiction. LOVE IT.</p><p></p><p>That being said, here's my take on Post-Apoc RPGs:</p><p></p><p>1) D20 Apocalypse: It runs fairly well, and the book is great because you can use it as a starting place for your own creations. There's a lot there in such a small book - the barter system works fairly well, though it does get a bit weird in areas (guns are fairly cheap, which makes sense... but cars are incredibly expensive. I kind of figure in the united states, it'd be much easier to find a car than a gun, you know?) Really, though, it's easy to adjust.</p><p></p><p>The parts sytem is the best part of the book - it handles fixing and making stuff PERFECTLY for a post apocalyptic setting. And it's actually quite a bit of fun in play - our mechanic character had a field day collecting mechanical parts every time we went scavenging.</p><p></p><p>There's enough in this book, by the way, to start you off in any post-apoc game you want to play. The three campaign models are all pretty interesting, too (one is your standard mad max world, one is a devils vs. angels world, and the third involves the PCs getting frozen and waking up three hundred years later after aliens have invaded earth). </p><p></p><p>2) Omega World d20: someone else mentioned it, and I *highly* recommend you try it out for a one shot. It's wild, quirky, random, and fun in a way I forgot RPGs can be fun. It pretty much says "Who needs game balance?" and makes a game based around random chance. Very old-school, in a way, and just an incredibly wild game. My players were wary about a system where pretty much everything about your character is random (you even use organic PC generation, so you have little control over your ability scores!) - after all, you could roll a close-combat mutant when you really wanted to play a psychic. But after the first session, they fell in love with it.</p><p></p><p>3) Twilight 2K: I got this one for free during the free RPG Giveaway. CharGen is a bit wonky, and some of the rules get a little obtuse, but the world itself is fairly neat. Personally, though, I'd use a d20 system to run the game.</p><p></p><p>4) RIFTS: Don't bother. Some people, a lot of people in fact, say that RIFTS is a great post-apoc setting. Personally, I think it's a sci-fi setting posing as post-apocalyptic - there's just too many suits of powered armour and mega-lasers for it to really seem apocalyptic at all. And it's really a kitchen sink campaign - everything's in there, making it far too chaotic. PLus, the rules suck.</p><p></p><p></p><p></p><p>If I were gonna run a post-apoc game tomorrow, it'd be with SW. But, since the OP wanted "gritty", I'd go with d20 Apocalypse, and just slow down XP Gain. Low level PCs have a high risk of death in d20 Modern Rules (hey, even at higher levels they can die quickly, what with massage damage threshhold and all).</p></blockquote><p></p>
[QUOTE="Wik, post: 4030652, member: 40177"] First off, I love Post-apoc gaming, and post-apoc fiction. LOVE IT. That being said, here's my take on Post-Apoc RPGs: 1) D20 Apocalypse: It runs fairly well, and the book is great because you can use it as a starting place for your own creations. There's a lot there in such a small book - the barter system works fairly well, though it does get a bit weird in areas (guns are fairly cheap, which makes sense... but cars are incredibly expensive. I kind of figure in the united states, it'd be much easier to find a car than a gun, you know?) Really, though, it's easy to adjust. The parts sytem is the best part of the book - it handles fixing and making stuff PERFECTLY for a post apocalyptic setting. And it's actually quite a bit of fun in play - our mechanic character had a field day collecting mechanical parts every time we went scavenging. There's enough in this book, by the way, to start you off in any post-apoc game you want to play. The three campaign models are all pretty interesting, too (one is your standard mad max world, one is a devils vs. angels world, and the third involves the PCs getting frozen and waking up three hundred years later after aliens have invaded earth). 2) Omega World d20: someone else mentioned it, and I *highly* recommend you try it out for a one shot. It's wild, quirky, random, and fun in a way I forgot RPGs can be fun. It pretty much says "Who needs game balance?" and makes a game based around random chance. Very old-school, in a way, and just an incredibly wild game. My players were wary about a system where pretty much everything about your character is random (you even use organic PC generation, so you have little control over your ability scores!) - after all, you could roll a close-combat mutant when you really wanted to play a psychic. But after the first session, they fell in love with it. 3) Twilight 2K: I got this one for free during the free RPG Giveaway. CharGen is a bit wonky, and some of the rules get a little obtuse, but the world itself is fairly neat. Personally, though, I'd use a d20 system to run the game. 4) RIFTS: Don't bother. Some people, a lot of people in fact, say that RIFTS is a great post-apoc setting. Personally, I think it's a sci-fi setting posing as post-apocalyptic - there's just too many suits of powered armour and mega-lasers for it to really seem apocalyptic at all. And it's really a kitchen sink campaign - everything's in there, making it far too chaotic. PLus, the rules suck. If I were gonna run a post-apoc game tomorrow, it'd be with SW. But, since the OP wanted "gritty", I'd go with d20 Apocalypse, and just slow down XP Gain. Low level PCs have a high risk of death in d20 Modern Rules (hey, even at higher levels they can die quickly, what with massage damage threshhold and all). [/QUOTE]
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