Hot answers tagged post-apocalyptic
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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 ...
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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!" ...
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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, ...
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Interesting trivia, Fallout was originally designed using Steve Jackson's GURPS. Sadly the corporate relationship fell apart. There is a pretty good GURPS fan conversion though.
Also, Darwin's World is a d20 game inspired heavily by Fallout, and Exodus: Post Apocalyptic Roleplaying was originally specifically "d20 Fallout" before some kind of problem with ...
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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 ...
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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
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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 ...
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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, ...
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 ...
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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
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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 ...
4
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 ...
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.
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Several that can do fairly realistic combat exist. Lethality, however, is not the only axis to consider.
GURPS can be highly lethal, tho' it's native is that a bullet usually puts a man down, rather than kills him. It's also rather realistic in its approach to melee; of the games that I've played, it is one of the better for accurate melee. Point based ...
3
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 ...
2
Basic Roleplaying/Call of Cthulhu stands out to me. It's even dead easy to slap on AD&D Psionics. BRP can definitely be kept in the normal human range without difficulty. Call of Cthulhu is well suited to an apocalypse - the Great Old Ones have risen, and you've got to be insane to survive.
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Don't forget the freely available Mutant Future from Goblinoid Games, a retro-clone of Gamma World.
The game supports both old style weaponry as well as mutant humans. Your GM can leave out the spidergoats if he wants.
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Hot War has zombies (or things very much like zombies) in it, and it uses a very interesting relationship mechanic that ensures that the players will try to make the scenes about each other, their loved ones, their rivals, their enemies, etc.
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I've never tried the "OMG Zombies !!!" chronicle (even if I would like to play one), but if you are familiar with the systems and have access to the following books, you should have everything needed:
World of Darkness
World of Darkness: Antagonists : p22-29 : Rules for Zombies
World of Darkness: Mirrors, p154+ : The chapter "The World of Darkness ...
2
Greg Porter's EABA game has a supplement called Dark Millennium that covers zombie horror in the Dark Ages (11th century). A modern supplement called "Code:Black" could probably be used to focus on zombie horror instead of a wider palette of "supernatural modern horror" that is its basic premise. I have played in an extended zombie campaign using Porter's ...
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One of the things that would mess things up as far as existing RPG systems is the nature of combat. Zombies are only taken out with a shot to the head. Humans will eventually become Zombies with just a scratch, or even a bullet going through and grazing them. There'd be no need for hit points or anything of the sort. If a Zombie touches you, you're out of ...
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I would also suggest another new entry in the PA arena: Atomic Highway from Radioactive Ape Designs. It uses its own system (called the V6 Engine) and was best described by a friend as "Take Mad Max II/III, blend with the new Death Race film, add a few chunks of Fallout, and simmer. Serve topped with a few completely and utterly optional nods to more gonzo ...
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Interesting that you should ask this I just finished this short book A Distant Eden. As a novel it only virtue is that is short. However as a guide to the survivalist mentality and especially technical details it pretty good. The kindle version is only .99 and you can use the Kindle of PC to read it on your PC if you don't have the Kindle Version.
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Check out SLA Industries. It has cyberpunk elements, horror elements, and many many conspiracies. The world is not linked at all to Crysis but an adaptation should be easy.
The Home page for the publishing house should give you more information.
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When it comes to systems, you really have to decide where you want to be on the simplicity <> complexity scale and the realistic <> cinematic scale. Working out where your group sits on these scales will inform your choice of system immensely.
For gritty, post-apocalypse weird though, I would suggest Unknown Armies, if you like the simple end of the ...
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I've run a Zombie game set in the real world (players pinned down in a stately home in middle-England) using The Pool. The Pool is simple and doesn't get in the way at all. Many games can't be easily run using The Pool, but Zombies can I think - the key is that the zombie meme is likely well-known enough by all players that they can really take part in the ...
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AFMBE is well respected for the genre. For a slightly lighter version of the same engine, Army of Darkness uses Unisystem Lite (same as the Buffy & Angel RPGs), and so those can be made into supplements for it.
Under a Serpent Sun is the Burning Wheel setting for post-holocaust; it's OOP and supposedly under revision
Radz is by Deep7 games... it's a ...
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