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Wednesday, December 6, 2023

Post-Apocalyptic RPG Systems characteristics

 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 in PA gaming settings and systems that can be measured (to some 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 systems and two extreme poles.


Traits, on the other hand, can be measured independently, and allow for a system to be *both* Gritty and Gonzo.  


Notes on Notations


Terms in brackets [ASDF] refer to how the trait is quantified in the chart.

  • [#] simple numerical entry/count of data (such as # of modules published)

  • [LIST] a finite list of pre-populated options (usually names) 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 a trait, and “10” means that the trait is a core concept/mechanic/theme to 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 is the epitome of such a trait.

  • [subtype]  a potential [LIST] or [MULTILIST] but not articulated


In the cases of LIST and MULTILIST, listing the prepopulated values has been attempted in the following subtopic level in the outline.


Some 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 will be ported to a spreadsheet with the following outline as the vertical axis, and the gaming systems as the horizontal axis.





  1. Gaming system

    1. Systems [LIST]

      1. OSR

      2. D20/3.0/3.5

      3. 5e

      4. v1

      5. v2

      6. agnostic

      7. unique

      8. Etc.

    2. Year of Publication [YEAR]

    3. Systems Publisher Supporting Documents [#]

      1. Rules expansions

      2. Modules

      3. Errata

    4. 3PP publications [#]

      1. Official/endorsed

      2. Open Licensed (version)

    5. Overall crunch (numbers and dice rolling for tasks) [SCALE]

    6. Overall story and role-playing [SCALE]

    7. Experience level progression [LIST]

      1. Level-based

      2. Point-based

    8. Combat resolution type [LIST]

      1. Combat maneuvers

      2. Offense vs. Defense, no rolls

      3. Offense vs. Defense; rolls

      4. THAC0

      5. Wounds affected

      6. etc.

  2. Setting

    1. Time

      1. Future History Before Apocalypse (years into future BA) [YEAR]

      2. Year of Apocalypse [YEAR]

      3. Time after apocalypse [LIST]

        1. Unknown

        2. Immediate

        3. Decades/Generations

        4. Centuries

      4. Time post apocalypse [YEAR]

      5. Apocalypse source / type [MULTILIST]

        1. AI/singularity 

        2. alien invasion

        3. astronomical

        4. biogenetic

        5. cultural decadence/breakdown of civic institutions

        6. disease

        7. magic

        8. multiversal

        9. nanites/grey goo

        10. natural/climatic

        11. nuclear (war)

        12. war (non-nuclear)

        13. unknown

        14. zombie

        15. other

    2. Radiation resolution

      1. Necrotic only

      2. Mutates (new mutation)

    3. Technology

      1. Tech levels (including super-science, and near-magical) [LIST]

      2. Tech levels (abundance P-A) [SCALE]

      3. Scientific realism (Hard Science) [SCALE]

      4. Natural resources abundance (vegetation/water/electricity/etc.) [SCALE]

      5. Non-renewable resources abundance (coal/oil/etc) [SCALE]

      6. Artifact analysis/charts [LIST]

        1. Chutes-n-ladders [LIST]

        2. Skill check (stepped)

        3. Skill check (non-stepped)

        4. Item maintenance

        5. etc.

      7. Vehicle (combat)

      8. Power armor (combat)

    4. Universe

      1. Number of planetoids in milieu (including Luna) [#]

      2. Extrasolar [# (including 0)]

      3. Travel Tech [LIST] (related to tech level generally)

        1. FTL

        2. Slowship

        3. Etc.

    5. Character creation method [MULTILIST]

      1. Randomized [SCALE]

      2. Constructed [SCALE]

    6. Sentient Types [MULTILIST]

      1. AI/robots/androids [subtypes]

      2. Alien [subtypes]

      3. Animals [subtypes]

      4. Mineral [subtypes]

      5. Plants [subtypes]

      6. Pure Strain Humans [subtypes]

      7. Insectoid [subtypes]

      8. Mutated Humans [subtypes]

      9. Hybrids/Chimeras of any-of-the-above [subtypes]

  3. Mutations 

    1. (yes/no)

    2. Randomized

    3. Constructed

    4. origin of such (frequently the same as P-A origin)

      1. genengineered

      2. nanites

      3. radiation

      4. Natural (viral/fungal)

      5. Biomimetic (imitates natural traits with tech/cyborgian)

    5. Type

      1. mundane (traits found in nature)

      2. psionic 

      3. Super-science

      4. Cross-species

    6. Variety of Mutations

      1. # per character at creation (“+” indicates mutates)

      2. amount of possible mutations (split btw mental/physical?)

    7. Mutation scores (type)

  4. Game mechanics

    1. Class/trade based

    2. Skill advancement based

    3. Skill check (non-stepped)

    4. Skill check (stepped)

  5. Sociological

    1. Sociological stratification

    2. Survivalist level

  6. Community orientation/building (community stats towards top)

    1. (Cryptic) Alliances and Cults

    2. Community stats

    3. Reputation scores vis-a-vis PCs

  7. Monsters

    1. Origin (see mutations/P-A causes) list

    2. Mutations