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What system would you use for this type of post-apocalyptic gaming?

Started by Balbinus, November 24, 2006, 11:36:48 AM

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Balbinus

http://www.onipress.com/thebigwet/downloads/freeissue1.php

At the above link, you will find a free download of the first issue of a new comic, Wasteland, which is a fairly classic post-apocalypse setting with a wasteland (naturally), isolated communities seeking to rebuild, some low grade psi mutations and a generally gritty atmosphere.

It seems a genre oddly poorly served, Gamma World was always way too gonzo for that, and current Gamma World IMO just isn't terribly good (and is too gonzo for gritty and not gonzo enough for gonzo oddly enough).

I'm not that familiar with other PA games, a Savage Worlds Fallout conversion would probably do it but the one available online is just setting notes with no mechanics.

Darwin's World possibly, but I don't know that much about it and tend to find d20 a bit complex.

So, how would you do it?

Hastur T. Fannon

Quote from: BalbinusDarwin's World possibly, but I don't know that much about it and tend to find d20 a bit complex.

If you don't like d20, how about Unisystem (Cinematic or otherwise).  Both AFMBE and Buffy/Angel have rules for "psi" and most mutations can be handled by the stuff in Monster Smackdown
 

Balbinus

Quote from: Hastur T. FannonIf you don't like d20, how about Unisystem (Cinematic or otherwise).  Both AFMBE and Buffy/Angel have rules for "psi" and most mutations can be handled by the stuff in Monster Smackdown

To be honest, I thought the psi rules in AFMBE/Witchcraft rather weak.  They ramp up the power level way too quickly and don't bear much resemblance IMO to how the powers work in most fiction or real world belief.

Other than that though, I do own the Witchcraft pdf, but I'd rather an actual game that had done the work for me as at that point I have quite a lot of homebrewing to do.

Mr. Analytical

Hmmm... depends on what aspect you want to bring out I guess.

This seems to be quite action-oriented with psychic powers.  Yeah... unisystem would be a pretty good match.

Mr. Analytical


Balbinus

Quote from: Mr. AnalyticalDidn't GDW have a post-apocalyptic game with loads of guns?

Twilight 2000, a touch more detail orientated than I can tend to bear these days.

Silverlion

Gurps. Seriously. I'm rather fond of Psi-World but low powered its not when you get things like Nightmare Attack from Telepathy or variety or the "turn anything into a grenade" psychokinesis power.

Gurps, low points, Psi possibly with limiters.
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peteramthor

Twilight 2000 has plenty of post apoc information besides all the guns.  Also for the low grade Psi mutations and such you could use the first edition Dark Conspiracy materail for it.

Also there is always the old school classic Morrow Project.  Lots of post apoc material in there, from age affects on buildings, to radiation sickness and so on.

Then there's even Aftermath from FGU.  But it's crunchy as hell if I remember correctly, especially in the character creation portion.
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C.W.Richeson

For gritty variety in a post-apoc world I'm all about GURPS.  It's going to give you the "realism" feel, the system is extremely flexible with character generation, combat can be brutish and short (or not, depending on your tastes and rules used), and it's easy to work in whatever sorts of special powers you like.
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Fallout.  You can get the SPECIAL system for tabletop here:  http://pnp.duckandcover.cx/  Click the link for the 2.0 rules.  You can find the errata and character sheets on my webpage here:  http://hedgames.netfirms.com/junk.htm

I've also been pondering a "develop by post" thread for the system for my own post-apoc game.  My intention all along was to make the mechanics open non-commercial license anyway.  MEchanically, it borrows some inspiration from Fallout, as well as bits of other games.
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PhishStyx

Wasteland looks like it could easily be a published AFMBE Deadworld.

Quote from: BalbinusTo be honest, I thought the psi rules in AFMBE/Witchcraft rather weak.  They ramp up the power level way too quickly and don't bear much resemblance IMO to how the powers work in most fiction or real world belief.

My response to the first part of your complaint is to lower the number points players can put into powers (probably skills too). Make your players start with 50 point characters.

Norms- Attributes: 20, Qualities (Drawbacks): 10 (10), Skills: 20
Gifted- Attributes: 15, Qualities (Drawbacks): 10 (10), Skills: 20, Powers: 5

Seer powers cost 3/level for the Strength & 2/level for the skill to use it. Limiting the player to 1 Str & 1 Art along with up to 2 levels of Essence Channeling allows the player to push his power up to Str 2 with a lot of effort. Thus, very low power, but also expandable at the same time.

Your second problem to me is much more mysterious partly since you don't give any detail about why you think that and partly because I so very much disagree with it.

Actually, I'm not sure I entirely agree on the level of power the characters of Wasteland have. Pushing someone into harming themselves seems like a VERY strong mind controller.  Maybe that's just me.

QuoteOther than that though, I do own the Witchcraft pdf, but I'd rather an actual game that had done the work for me as at that point I have quite a lot of homebrewing to do.

The sandeaters look like fairly basic zombies to me (unless there's some secret I missed by only reading the first issue).

Other than that, what homebrewing do you need to do? Naming towns and writing up characters?

Based just on the first comic, I'm not sure how to write up the sandeaters beyond their basic zombie-like status. Do they present any unusual abilities beyond being tough and strong? They don't appear particularly cunning although the fact that they use tools is an important point in AFMBE.
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