HaroldTheHobbit
Hero
As an unashamed Savage Worlds fanboy, I must point to the latest version of Darwin's World for that system. It's well fleshed out, with lots of post-apocalyptic specific rules and stuff added on. I can heartily recommend it.
The setting is great and well-supported, but the system has terrible presentation, and is rather clumsy. I recently ran a 4e campaign, and the system needed a lot of tweaking.
Have you used many military weapons? It not very good.Just want to counterpoint this with my own experience, which is that it runs super smooth and has maybe the best military-style gun combat system I've ever used.
Have you used many military weapons? It not very good.
Twilight 2000 — 2nd ed (on cd) or 4th ed (current) is more realistic end of things... I like both, but find 4th easier to run. uses 1d(A) & 1d(S), count successes as a dice mechanic.Good morning folks. My wife and I were watching the 2006 show Jericho last night and both of us thought it would be great to start a post-apocalyptic campaign, as it's a genre we're both very interested in. As a fan of traditional gaming and a believer in the idea that someone somewhere has done a lot of my work so I'll have a good base from which to build my campaign, I am asking: does anyone have suggestions on post-apocalyptic games and/or settings? I am specifically not looking for games with a narrativist style or a strong lean on narrative or "storygame" mechanics (and please understand this is not a request to debate what those terms technically mean; at this point I think most folks around here know what I mean by them even if you don't agree), so something like Apocalypse World would not be appropriate. I would also like to avoid anything that requires a lot of re-flavoring to look right, although I could potentially be talked into some. A setting using or convertible to 5e would be easiest on my players, but I'm willing to go outside that for what would otherwise be a better option.
Thanks in advance.
I don't mean this as a dig, but you have some very particular and refined tastes when it comes to this kind of thing. You're the type of guy who looks at Phoenix Command and thinks those rules are a great start. Meanwhile us mere mortals look at those rules and flee in terror.Have you used many military weapons? It not very good.
You're stuck in Poland with a certain period of time to get to a port to get home otherwise you're just stuck there.
The current one does same. So did 2nd ed.The original game had no specific setup of getting to a port. The last message from the CO was just, "You're on your own. Good luck."
The adventure is 8pp, with a 4pp handout.The original was also a very slim game - the boxed set had a 24-page player's manual, a 31 page Referee's Manual, some charts, record sheets and worksheets, and an intro adventure that is about getting out of the area of the final battle of the war.
The end of the Referee's Book suggests that the party needs a long-term goal, and tells you that "getting home" is a good one, but gives no real guidance on what that might entail.
I used Phoenix Command for years.I don't mean this as a dig, but you have some very particular and refined tastes when it comes to this kind of thing. You're the type of guy who looks at Phoenix Command and thinks those rules are a great start. Meanwhile us mere mortals look at those rules and flee in terror.