During the apocalypse setting

I don't know of any games, other than the Borg family, but it makes for an interesting premise. It might be interesting to have a reverse progression campaign. At the beginning, you have all sorts of wonderful equipment, plenty of ammunition, a nice vehicle, fuel, food, etc., etc. But as society collapses, spent ammunition and fuel isn't easily replaced, food becomes scarce, repairs are more difficult to make, etc., etc.
 

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Kevin Crawford's just Kickstarted new game without number, Ashes Without Number, is for post-Apocalypic gaming and uses three versions of the concept, including during the Apocalypse. So that might work.
 

The Twilight 2000 4e/Road to Armageddon games are built around a slide into WW3 and the aftermath, giving the GM the option of gaming at the days just before the war, the war, or the aftermath. Incredible detailed support.

Although you've confused the role of the government with the role of the economy in your first post.

And big corporations are a stabilizer, not a point of crisis.

Your need a catalyst agent for a collapse, however; systems do not just generally wind down, even at a national level. For example, the collapse of Royal France in the late 1700s was caused by a series of debilitating wars with Great Britain, the return of conscript military forces who had been exposed to the ideas of the American Revolution, and a savage economic downturn. And even then, France did not cease to exist. True, the rebels killed each other, and they entered into what amounted into a world war, culminating in service to an Emperor who was later deposed and replaced by a King, putting them, millions of deaths and mountains of spent treasure later, right back where they started.

Society is a tough beast. Complete collapses of a nation are extremely rare in history; a multi-national collapse has never occurred.

So you need a specific trigger: occult or alien invasion, limited nuclear exchange (a full exchange would sterilize the entire planet), unnatural disease the like of which Mankind has never seen, etc.
 



I wonder if there is a RPG setting that fits a “during the apocalypse” theme?
(I have included some ideas, but anything that portrays a setting where stability and order are slipping away.)
-The decaying governments used to provide some balance between the needs of the people and the needs of society.
A government can enforce laws (and choose to not enforce laws) that can prevent a healthy balance between the rights of the individual and those of society.
Although you've confused the role of the government with the role of the economy in your first post.
Both have roles and there very intertwined.
And big corporations are a stabilizer, not a point of crisis.
Corporations are like individuals and can have negative as well as positive consequences.
 

I gather you're ignoring anything where the apocalyptic triggering event is pretty abrupt? Because that could describe a lot of low powered but extensive alien invasion things, or, say, a zombie apocalypse outbreak.

Just a focus on the critical events being gameable. Even if there involvement is on a small local level.
 

Corporations are like individuals and can have negative as well as positive consequences.
A bit. But big corps have been around since the Roman era, and there's few examples of them contributing to a downfall. Far more examples of them keeping a nation going.

But my point was that you need an external event. Governments fall with some regularity, but nations prevail. The Black Death decimated Europe, but the region prevailed. The Thirty Year War devastated Germany, but it came back.

To create a wide-spread collapse, you need something new: aliens, occult, a disease unseen in history, a very careful and limited application of nukes.
 

I wonder if there is a RPG setting that fits a “during the apocalypse” theme?
(I have included some ideas, but anything that portrays a setting where stability and order are slipping away.)
-The decaying governments used to provide some balance between the needs of the people and the needs of society.
-No unified rebellion, but many selfish actors.
Cults, scams, bandits, big corps
-Sense of a progressive decline.
Not really a timeline, but maybe a series of events that mark the downward spiral.
-The break up of the nations.
Independent states breakaway. Cities fall to chaos.
-Weird stuff starts to happen more and more. Cults perform dark magic. Science abominations rampage. Other dimensional breaches increases.
I ran a short campaign in a similar world using FATE. Reasons why it worked for me:
  • Factions, government, rebels, towns, outlaw gangs and other social groups modeled easily in Fate -- lots of support for this
  • Many Fate supplements feature rules for social cohesion, stability and order. I ran a Fate Mindjammer game where one character's profession was first-contact meme engineering (land secretly on a planet and adjust its outlook to make it more friendly to The Collective)
  • Social, Exploration and Combat skills all on the same footing and can be combine easily.
  • Easy to add weirdness, especially incrementally. I did this for another Fate game (set in London 1800s) where I added superpowers (based on The Kerberos Club rules) after maybe 12 or so sessions.
 

Kevin Crawford's just Kickstarted new game without number, Ashes Without Number, is for post-Apocalypic gaming and uses three versions of the concept, including during the Apocalypse. So that might work.
I am really looking forward to Ashes Without Number! I do not know much about it though (his other works look really good as well.)
 

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