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<blockquote data-quote="Willie the Duck" data-source="post: 9354090" data-attributes="member: 6799660"><p>1. To start with the obvious, OSR <em>Gamma World</em> and it's related retroclones and direct homages (<em>Mutant Future, Mutant Epoch</em>) are there for the using, and each closest to various forms of D&D. GW 1&2 are similar-but-different from the A/D&Ds of the time, <em>Mutant Future</em> solidly ties the same thing back down to the B/X frame. <em>Barbarians of the Aftermath</em> is a Gamma World treatment for the OSR rpg <em>Barbarians of Lemuria</em>. <em>Darwin's World</em> is a 2001 D20 OGL game that is similar to D&D 3.0 as it initially existed. All of them are solid options if 'like D&D' is a priority. </p><p></p><p>2. If that's only a priority because it is simple, and other simple options are also good. I'm a fan of <a href="https://shop.gallantknightgames.com/products/atomic-highway" target="_blank">Atomic Highway</a>. It is a free-as-pdf ($10+s&h for paperback) post-apoc game system. </p><p></p><p>Overall resolution mechanics are super-light -- attributes are 1-5 and skills 0-4; roll attribute# six-siders and add skill# as pips to try to reach a 6. <em>Example: a car chase check if you have nimbleness 3 and drive 2 would be rolling 3D6 (getting 1, 3, 4) and adding your 2 from skill to the 4 result to get a 6=success.</em> Like most X x Y systems, you can combine different attributes with different skills to emulate different actions (ex: Instead of Understanding + Lore to actually know something, roll Appeal + Lore to make it look like you do). </p><p></p><p>Setting is pretty much what you'd expect. Not realistic, but perhaps less gonzo than some similar games. There are optional mutant rules (Looking like an homage to Gamma World), as well as optional psychic powers. However, there aren't a bunch of zombies, robots, mech suits, lost ancient technology indistinguishable from magic, or whatnot.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9354090, member: 6799660"] 1. To start with the obvious, OSR [I]Gamma World[/I] and it's related retroclones and direct homages ([I]Mutant Future, Mutant Epoch[/I]) are there for the using, and each closest to various forms of D&D. GW 1&2 are similar-but-different from the A/D&Ds of the time, [I]Mutant Future[/I] solidly ties the same thing back down to the B/X frame. [I]Barbarians of the Aftermath[/I] is a Gamma World treatment for the OSR rpg [I]Barbarians of Lemuria[/I]. [I]Darwin's World[/I] is a 2001 D20 OGL game that is similar to D&D 3.0 as it initially existed. All of them are solid options if 'like D&D' is a priority. 2. If that's only a priority because it is simple, and other simple options are also good. I'm a fan of [URL='https://shop.gallantknightgames.com/products/atomic-highway']Atomic Highway[/URL]. It is a free-as-pdf ($10+s&h for paperback) post-apoc game system. Overall resolution mechanics are super-light -- attributes are 1-5 and skills 0-4; roll attribute# six-siders and add skill# as pips to try to reach a 6. [I]Example: a car chase check if you have nimbleness 3 and drive 2 would be rolling 3D6 (getting 1, 3, 4) and adding your 2 from skill to the 4 result to get a 6=success.[/I] Like most X x Y systems, you can combine different attributes with different skills to emulate different actions (ex: Instead of Understanding + Lore to actually know something, roll Appeal + Lore to make it look like you do). Setting is pretty much what you'd expect. Not realistic, but perhaps less gonzo than some similar games. There are optional mutant rules (Looking like an homage to Gamma World), as well as optional psychic powers. However, there aren't a bunch of zombies, robots, mech suits, lost ancient technology indistinguishable from magic, or whatnot. [/QUOTE]
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