magical post-apocalyptic world!

tecnowraith

First Post
Hey I have an idea for a campaign that I like for some feedback. The concept is that the war of all wars in 1940's did end the world but with a twist. The actual end was a magical rift open the gates of of the other or outerworld, This was done mixing magic and technology and the two merged forever.

now the things is I would know if there were any stories of novels, movies or games that had post-apocalyptic world after WW2.

Any thoughts?
 
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It may not be what you are searching for, but Hell on Earth (see on rpgnow.com) could be something for you. It is a supplement on d20 Modern WWII (with nazi black magic among other things), and additional supplements depict an alternate history after the war (despite it is not truly a post apocalyptic setting). You should take a look.
 

There was a game called Warp world I think. By BTRC. It involved a nuke war that by killing so many at the same time opened rifts and these god beings decided to supress technology and magic arose. But you could conceal tech from them using magic so you could make magic uzis and such. It was pretty cool. YOu could even maybe use an uzi for a quick spray before the tech was supressed in your area. The magic rules were complicated but made from a tech minded veiw point so lots of spells duplicated technology and a techincal versus mystical outlook.

I liked the world a lot and the back ground. You could play elves and dwarves etc since they drifted over from the warps. It alos had info on opening and controlling waros as well. The cool thing about orcs, dwarves etc is they were written up from a techinical/scientific not magical veiw point as well so there information is given as if they were just a different race/species but still compare to humans.

Later
 

Fall of Man was suppost to out by now from MEG.

Does anyone know what happened to them? I thought that I read that Phil Reed was taking over some of the operations, but haven't seen anything for a while.
 


Ok I would like to know another thing. Which would be better now in the market for a post-apocalyptic campaign with all the other games out there? What i have been thinking is, would I the setting on earth or this plane; or have on different world/plane? Like would should do another darksun world or any other post-apocalyptic setting thta is on earth? The Pros for having it on another world is a fresh history; with being on earth, little work, modifying few historical info. the cons would be the oppsite f that.
 

That depends entirely on your players.

I occasionally run a d20 Modern game. I live near Washington, DC so I set the game in what I call "alternate DC". I did that because my players have very diverse political views and I didn't want each game to dissolve in some kind of political commentary when really all I wanted them to do was invesigate all the troubles occuring along the metro (blue line). So, I can set encounters in known areas, such as Adam's Morgan, but if the player wants to meet a specific bar I tell them that bar isn't in alternate DC because I want to be able to control the floorplan and I can't do that if the player is going to use a real life place.

If you think your players are going to be trying to use real life stuff to give them an edge in the game, I'd set it in another plane. If you think you can say "that isn't relevant here" all the time without them complaining, you can get away with setting it on "alternate Earth"
 



tecnowraith said:
Ohh no, I talking about in general... I'm talking about me might want to publish this in the future.

Ah. Assuming you're a first time publisher....

Personal experience: I'm 99% done a publishing project. I just need about two hours to whip the cover in shape and it's off to RPGnow. The problem is that I don't have two consecutive hours in my life (long story). My point is if you're thinking about publishing anything to start small and see how you feel about things from there. I'd suggest a 16 page adventure and whip that up as a PDF. Use clip art. See how that goes and then evaluate publishing a post-apocolypse magic/tech setting.

I'm suggesting this because the answer to your question about RPG markets in general is "very small" and non-traditional settings is "really, really very small". You're looking at PDF sales in the 50-100 range. I'm not trying to discourage you. Far from it! But if you don't start a project like this with eyes open, you're going to get fustrated.

Just my view.
 

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