Post-Apocalyptic RPG Systems
- There are over 1000 Post-Apocalyptic games out there, and comparing them can be difficult.
- This document is an attempt at distilling the traits found in PA settings and game systems that can be measured (to whatever extent) and compared.
- Every attempt has been made to distill these differences into traits as opposed to dichotomies.
- In the latter, dichotomies, differences are shown by comparing two poles to one another, such as Gritty vs. Gonzo, or Hard Science vs. Science Fantasy. Dichotomy comparisons are popular and difficult to resist, but require at least two kinds of systems to compare and two extreme poles.
- Traits, on the other hand, can be measured independently, and allow for a system to be *both* Gritty and Gonzo.
- The Outline was developed organically, so there's been some cross-pollination between what would be found under Setting/Genre and what would be found under System/Mechanics. Later revisions will segregate those better.
Notes on Notations
Terms in brackets [. . . .] refer to how the trait is quantified or qualified.
[#] simple numerical entry/count of data (such as # of modules published)
[LIST] a finite list of pre-populated options with only one choice
[MULTILIST] a finite list of pre-populated options allowing multiple choices
[SCALE] a numerical representation from 0-10 of “how much” of a given system trait is present in the game.
A “0” means there is no example of such trait, and “10” means that such trait is a core concept/mechanic/theme of the game. Definitions of the gradients (the 1-9 scores) would be necessary in most cases. A score of 10 should be rare, if not singular, and reserved as a marker that the game contains the epitome of such a trait.
[subtype] a potential lower level entry [LIST] or [MULTILIST], but not articulated here,
In the cases of LIST and MULTILIST, listing the pre-populated values has been attempted in the following level.
Some more terms and initialisms:
BA - before apocalypse. Also known as Ancient Times.
PA - post apocalypse. Likely the current time.
Ancients/Ancient Times - that which existed BA.
Old Ones - those who existed
- at the time of the Apocalypse,
- or within two generations or so of said moment.
This outline can be imported to a spreadsheet with the following outline as the vertical axis,
and the various gaming systems as the horizontal axis.
Gaming system
Systems [LIST]
OSR
D20/3.0/3.5
5e
GWv1
GWv2
GWv3
agnostic
unique
Etc.
Alternity
Mutant Future
Mutant Crawl Classic
Gamma X
Year of Publication [YEAR]
Systems Publisher Supporting Documents [#]
Rules expansions
Modules
Errata
3PP publications [#]
Official/endorsed
Open Licensed (version)
Overall crunch (numbers and dice rolling for tasks) [SCALE]
Overall story and role-playing [SCALE]
Experience level progression [LIST]
Level-based
Point-based
Social-based
Power-based
Combat resolution type [LIST]
Combat maneuvers
Offense vs. Defense, no rolls
Offense vs. Defense; rolls
THAC0
Wounds affected
ACT Table
etc.
Setting
Time
Future History Pre-Apocalypse (years into future BA) [YEARS]
Year of the Apocalypse [YEAR] (if known, 0 if unknown)
Years Post-Apocalypse [LIST]
Unknown
Immediate
Decades/Generations
Centuries
Years Post-Apocalypse [YEARS]
Apocalypse source / type [MULTILIST]
AI/singularity
alien invasion
astronomical
biogenetic
cultural decadence/breakdown of civic institutions
disease
magic
multiversal
nanites/grey goo
natural/climatic
nuclear (war)
war (non-nuclear)
unknown
zombie
other
Radiation resolution
Necrotic only
Mutates (new mutation)
Both
Technology
Tech levels (including future tech, super-science, SCIENCE! and near-magical) [LIST]
Tech levels (availability P-A) [SCALE]
Scientific realism (Hard Science) [SCALE]
Natural resources abundance (vegetation/potable water/electricity/etc.) [SCALE]
Non-renewable resources abundance (coal/oil/etc) [SCALE]
Magic abundance [SCALE]
Artifact analysis/charts [LIST]
Chutes-n-ladders [LIST]
Skill check (stepped)
Skill check (non-stepped)
Item maintenance
Power Source abundance/reliability/etc.
Vehicles (combat)
Power armor (combat)
Universe
Number of planetoids in milieu (including Luna) [#]
Extrasolar [# (including 0)]
Travel Tech [LIST] (related to tech level generally)
FTL
Slowship
Gravity surfing
Solar Sailing
Ion Drive
Etc.
Character creation method [MULTILIST]
Randomized [SCALE]
Constructed [SCALE]
Sentient GenoTypes [MULTILIST] [0 rating means unavailable for PCs, but yes to NPCs]
AI/robots/androids [subtypes]
Alien [subtypes]
Animals [subtypes]
Mineral [subtypes]
Plants [subtypes]
Pure Strain Humans [subtypes]
Insectoid [subtypes]
Mutated Humans [subtypes]
Mutated Humans Species (breed true) [subtypes]
Hybrids/Chimeras of any-of-the-above [subtypes]
Mutations
(yes/no)
Randomized
Constructed
Origin of mutations (frequently the same as the P-A cause)
genengineered
nanites
radiation
Natural (viral/fungal)
Biomimetic (imitates natural traits with tech/bionic/cyborgian)
etc
Type of Mutations
Mundane (traits found in nature)
Psionic
Super-science
Science!
Cross-Species
Cross-GenoType
Super-powers (comic book)
etc
Variety of Mutations
# per character at creation (“+” indicates additional mutations allowed)
# of possible mutations (split btw mental/physical?)
Mutation scores (type)
- In place of Attribute scores
- In addition to Attribute scores
Game mechanics
Class/trade based
Skill advancement based
Skill check (non-stepped/flat)
Skill check (stepped/tree)
Skill check (effort)
Sociological Traits
Sociological stratification degree [SCALE]
Survivalist level [SCALE]
Community orientation/building (community stats towards top)
(Cryptic) Alliances and Cults
Community stats
Reputation scores PCs vs. NPCs
Monsters
Origin (see also mutations/P-A causes) [LIST]
Monster Level-Mutations (unavailable to PCs)
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