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Best Post-apocalyptic RPG?
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<blockquote data-quote="Wik" data-source="post: 4031260" data-attributes="member: 40177"><p>I would totally buy that reasoning, and, in fact, I've used it before in some of my own post-apoc games. HOWEVER, the d20 Apocalypse book is set up for "an apocalypse of your choice", and only one of those choices is apocalyptic nuclear doomsday.</p><p></p><p>In a plague world, however, there'd be millions of cars just sitting around, and I'm sure people wouldn't have that hard a time finding keys, either (were it me, I'd just walk down to the nearest Land Rover dealership and bust the key locker). Even easier once they learn how to hotwire.</p><p></p><p>It's not really the book's fault, though - those barter tables NEED to be adjusted by the GM, because there's no way they can fully model every apocalyptic situation. Cars, parts, and ammo are going to be very abundant two weeks after the apocalypse; twenty years after the apocalypse, though, and things will change. And there's no way the tables can reflect both of them.</p></blockquote><p></p>
[QUOTE="Wik, post: 4031260, member: 40177"] I would totally buy that reasoning, and, in fact, I've used it before in some of my own post-apoc games. HOWEVER, the d20 Apocalypse book is set up for "an apocalypse of your choice", and only one of those choices is apocalyptic nuclear doomsday. In a plague world, however, there'd be millions of cars just sitting around, and I'm sure people wouldn't have that hard a time finding keys, either (were it me, I'd just walk down to the nearest Land Rover dealership and bust the key locker). Even easier once they learn how to hotwire. It's not really the book's fault, though - those barter tables NEED to be adjusted by the GM, because there's no way they can fully model every apocalyptic situation. Cars, parts, and ammo are going to be very abundant two weeks after the apocalypse; twenty years after the apocalypse, though, and things will change. And there's no way the tables can reflect both of them. [/QUOTE]
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