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Musings On Post Apocalyptic RPGs
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<blockquote data-quote="Reynard" data-source="post: 9135696" data-attributes="member: 467"><p>Riffing on [USER=67296]@Laurefindel[/USER] and [USER=7031982]@Bill Zebub[/USER] here:</p><p></p><p>Post-Apocalyptic (PA) RPGs are among my favorites. I actually got lucky enough to work on Gamma World d20 (quiet you -- it was a great project) and so I have LOTS of opinions about what makes a good PA RPG. Of course, not all of those opinions have anything to do with GW, but many do.</p><p></p><p>That said, I am curious what people feel are important elements in a good post-apocalyptic role-playing game. I am asking both from a mechanical perspective -- what kinds of systems and sub-sytsems focus and/or enhance PA games -- and from a thematic pespective -- what sorts of apocalypses make good PA games, etc.</p><p></p><p>Broadly speaking, I like my PA games to have at least a hint of science fantasy about them. By that I mean, Twilight 2000 or The Walking Dead are not good PA fits for me, personally. I love the Fallout CRPG series, and that is about as "mundane" as I want to get. I prefer some weird powers and too-advanced science and general Thundarr shenanigans.</p><p></p><p>System wise, I feel like a good PA game manages to walk the line between desperate survival and over the top action. Like, you should be able to brain a giant mutant with a rocket propelled battle axe made out of a street sign, but you should also have to find fresh water or die.</p><p></p><p>So, what do you think makes a good PA RPG? What mechanical elements are important as well as thematic or setting elements? How important is the "survival" game? Do you want fantastical elements in there? And what genres make good mixes with PA? For example, I love the post alien invasion PA game, where the alien invasion happened in 1340s and the Black Death pulled the War of the Worlds ending.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9135696, member: 467"] Riffing on [USER=67296]@Laurefindel[/USER] and [USER=7031982]@Bill Zebub[/USER] here: Post-Apocalyptic (PA) RPGs are among my favorites. I actually got lucky enough to work on Gamma World d20 (quiet you -- it was a great project) and so I have LOTS of opinions about what makes a good PA RPG. Of course, not all of those opinions have anything to do with GW, but many do. That said, I am curious what people feel are important elements in a good post-apocalyptic role-playing game. I am asking both from a mechanical perspective -- what kinds of systems and sub-sytsems focus and/or enhance PA games -- and from a thematic pespective -- what sorts of apocalypses make good PA games, etc. Broadly speaking, I like my PA games to have at least a hint of science fantasy about them. By that I mean, Twilight 2000 or The Walking Dead are not good PA fits for me, personally. I love the Fallout CRPG series, and that is about as "mundane" as I want to get. I prefer some weird powers and too-advanced science and general Thundarr shenanigans. System wise, I feel like a good PA game manages to walk the line between desperate survival and over the top action. Like, you should be able to brain a giant mutant with a rocket propelled battle axe made out of a street sign, but you should also have to find fresh water or die. So, what do you think makes a good PA RPG? What mechanical elements are important as well as thematic or setting elements? How important is the "survival" game? Do you want fantastical elements in there? And what genres make good mixes with PA? For example, I love the post alien invasion PA game, where the alien invasion happened in 1340s and the Black Death pulled the War of the Worlds ending. [/QUOTE]
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