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28

Well, to a degree "more than surviving combat" is what you put into it... But here's some good ones I own and have read or used. All Flesh Must Be Eaten uses the Unisystem like most of Eden Studio's games; it has a large number of supplements for everything from kung fu zombies to wild west zombies. It's a toolkit game where you can make the zombies work ...


18

A simple way to do this is to tell the players a little bit automatically, a little bit with a relevant skill check, and all of it with a bit of experimentation. First, tell the players automatically that this item is special. Something like "This gun is of surprisingly good construction." or "This computer is very well preserved, and might even work!" ...


18

There is a Fallout PnP system that uses the exact system in the computer games. Which, luckily you can find in No Mutants Allowed. Whenever I play Fallout in tabletop environment, I use those rules. It is much more Fallout-ishy than anything else


16

If you're into Narrativist play, you should consider running Apocalypse World or one of its many hacks. It's gritty, fast, simple, sexy, cool, and highly modifiable. Addressing your criteria one by one: Rules-light - At 300 pages, AW is not in the "short book" category, but the mechanics are extremely simple and most of that text is descriptive (and ...


15

GURPS RPGGEEK is almost always a great answer. I would suggest it if you want a 'crunchy' Fallout experience. You asked for specifics, so here they are: Tech In Fallout, you can encounter futuristic robots, WWII firearms, 1980's computer systems, barbarian villages where the pinnacle of technology is the plow, and nomads who's crowning achievement is the ...


14

GURPS Fallout the computer game was originally designed using Steve Jackson's GURPS - and an early name was "Vault 13: A GURPS Post-Nuclear Adventure"! Sadly the corporate relationship fell apart, but as you might imagine it is still similar to it in feel and execution. There is a pretty good GURPS fan conversion for GURPS Fallout as a result. d20 ...


14

I have these suggestions, all at the far ends of the thematic and mechanical spectrum. Mutant Future. If what you're looking for is an old-style, Gamma World-like game with simple rules and the ability to include wild amounts of mutants, androids, etc etc, then I suggest Mutant Future from Goblinoid Games; if you want to season it with magic and monsters, ...


14

Science knowledge was potentially lost in any post apocalypse settings. It does not mean that the scientific method was lost. Althought, it might have as in A Canticle for Leibowitz by Walter M. Miller which strangely enough does focus on knowledge preservation amongst other things. But I digress. Mostly, you will want the players to do a little of ...


13

Certainly, both iterations of the WoD ruleset (Storyteller for the old WoD and Storytelling for the new WoD) would work extremely well with a post-apocalyptic setting. After all, the (n)WoD is a darker, more desolate and more gothic version of our real world, which, in turn, already - and unfortunately - has several areas and periods that can be considered ...


11

This is a tough one. Especially because the question I want to answer wasn't the question asked... "Is this a good idea?" Consequences should be just that... consequences. Not contrived "punishments". The fate of the NPC seems fairly natural... so the real problem you seem to be having is how to show the PCs the natural consequences of their actions. ...


11

Apocalypse World seems like the obvious answer. It offers explicit rules for leading a group or gang (or having your group or gang act remotely), it's certainly post-apocalyptic, and it has nothing to do with any of the systems in your list of things it cannot be. You might need to do a wee bit of squeezing for the large-scale travel in groups, but the ...


10

http://twintailedcomet.com has a Google Map view with all labels removed. It starts zoomed in on a city in Europe, but if you know where New York is, you can zoom in there instead, and print or screenshot it.


9

First, I'm going to refer you to my answer to a similar question about playing Fallout on the tabletop. Then, I'll attempt to address each of your specific elements: GURPS has always had fragile people and dangerous combat. Without special abilities or magical powers, fighting with guns and sharp pieces of metal frequently leads to death. Mutants, magic, ...


8

I'm not really sure how to provide a single answer to a question like this, so what I'll do is go through my thought process on this, and then provide a scenario at the end. Hopefully that gives you something to work with. First: How will they learn of this? You want them to see the consequences of their actions, which is good. How are you going to ...


7

Apocalypse World Honestly surprised this wasn't an answer here already but here's why I think it fits: The setting is post-apocalyptic by default but doesn't assume a specific cause of said apocalypse, so tailoring it to accurately reflect the fallout universe is a piece of cake. The PC Classes are designed to evoke the various clich├ęs and archetypes that ...


7

As much as I hate seeing people answer their own question, here's some results from my own research, in case others stumble on this topic... Deadlands : Hell on Earth - A good, quick system. Rewards player participation, and self-moderation of disadvantages. Supports differing levels of technology, but no concrete rules for a lot of high-tech items, like ...


7

Cyberpunk 2020 came to mind. The setting is 2020 real world. Corporations have more power than states, cyberware is possible. The internet is called "The Matrix". That's it. No freaky magic like ShadowRun. If your setting is post-apocalyptic, pick an apocalypse of your choice to happen. It's absolutely Rules-light as you can grab the core rulebook and have ...


6

I think I can be a big help to you with this, Marcus. I in fact just got done with a post-apoc setting using the WoD system. The book you want to look for is in fact very new, entitled "Mirrors". The book is in fact a compendium of alternatre rule systems used for different types of story you might want to play. The Apocalypse settings invovle almost a ...


6

Numenera Your world and requirements sound like a good fit for Numenera, a game by Monte Cook. The setting for Numenera is Earth a billion years in the future - a world built on the ruins of eight previous worlds. This meshes nicely with your setting: ...a setting that used to be high fantasy before a world war left everything in tatters, with ancient ...


5

Eclipse Phase might fit the tickets. It's a very transhumanistic post-apocalyptic setting. Genetic manipulation, nano-tech, psychics, and AIs are all big parts of the world. It uses a percentage system for dice rolling but I couldn't tell you what that does for probability. It also supports long term issues and keeps track of both physical and mental ...


5

I don't know if you have played Shadowrun at all, but I think the system would work well if you either put it on a world like the Fallout video games, or depending on how flexible you are with your postapo definition, you could run a game where the PCs are a gang in the barrens.


5

Some links: Memorializing the Mount Carmel Center This includes pictures of a model and maps of the besieged buildings in Waco at the time of the siege. It also includes a lot of information about what has happened since. A secure compound, off grid Description of everything needed in a compound. Go Underground 6 ready-to-buy now bomb shelters


5

The website for a National Geographic show called Doomsday Preppers provides a lot of potentially useful material. The shelter section talks about how a survivalist would select a location for their compound, and other sections talk about security, food supplies, and so on. While I couldn't find any plans, the episode Taking from the Haves looks like it may ...


5

One idea that may fit your theme would be Humans Vs Zombies. It has a simple learning curve and is geared for mid sized groups like this. One thing to consider with HvZ is each player is going to need either a Nerf gun or pairs of socks that they are willing to damage/lose. The game can be run without Nerf Guns with very little change. Short and simple: ...


5

As previously stated, WoD would work just great for post-apocalyptic settings, but depending of what you are aiming to, it may or not match your game style. WoD games are quite light on rules. They favour simplicity and speed over a reallistic simulation. Also, the game balance is a bit sacrified on that. WoD games are great for story driven chronicles. If ...


4

Alright, this is in a bit of a different vein then most of the answers given: GURPS. The Complete Zombie Survival Guide focused very much on a real-world examination of how different weapons and survival conditions would work in a fictional war against the undead. World War Z mostly continued this, with some rather unfortunate misunderstandings of how much ...


4

Check out the Interlock system used in Cyberpunk 2.0.2.0. by R.Talsorian Games. The system is fast and gritty, and combat is usually very quick and deadly. Technology is an integral part of the system, as well as human augmentation using cybernetics. It should fit the Crysis setting nicely.


4

Take a look at real life – how could a soldier determine the properties of a random gun they found lying on the ground? If it's of an unfamiliar construction (i.e., they are unable strip it down, clean and reassemble it) then they wouldn't even know if it's not completely broken until they test-fire it, much less any other properties. There are ...


4

GURPS Lite Rules-light The entirety of GURPS lite fits on 32 pages. Link to W23 PDF Non-heroic A typical hit, from a pistol, stands a decent chance of dropping a normal character. Two hits will most probably do so. Not D20 The only dice needed are D6 Flexible combat setting No battle-maps needed. I don't recall to what extent various combat modifiers ...


4

The Basic Roleplaying system (by Chaosium), which is the system that powers Call of Cthulhu. I've not used it for a post-apoc game myself, but I was about to, had my notes prepped and everything, and several of the published adventures for it and one campaign setting are post-apoc. Rules-light: Alright, I"ll admit, it is a damn big book. HOWEVER, Most of ...



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