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.
Gaming system
Systems [LIST]
OSR
D20/3.0/3.5
5e
v1
v2
agnostic
unique
Etc.
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
Combat resolution type [LIST]
Combat maneuvers
Offense vs. Defense, no rolls
Offense vs. Defense; rolls
THAC0
Wounds affected
etc.
Setting
Time
Future History Before Apocalypse (years into future BA) [YEAR]
Year of Apocalypse [YEAR]
Time after apocalypse [LIST]
Unknown
Immediate
Decades/Generations
Centuries
Time post apocalypse [YEAR]
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)
Technology
Tech levels (including super-science, and near-magical) [LIST]
Tech levels (abundance P-A) [SCALE]
Scientific realism (Hard Science) [SCALE]
Natural resources abundance (vegetation/water/electricity/etc.) [SCALE]
Non-renewable resources abundance (coal/oil/etc) [SCALE]
Artifact analysis/charts [LIST]
Chutes-n-ladders [LIST]
Skill check (stepped)
Skill check (non-stepped)
Item maintenance
etc.
Vehicle (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
Etc.
Character creation method [MULTILIST]
Randomized [SCALE]
Constructed [SCALE]
Sentient Types [MULTILIST]
AI/robots/androids [subtypes]
Alien [subtypes]
Animals [subtypes]
Mineral [subtypes]
Plants [subtypes]
Pure Strain Humans [subtypes]
Insectoid [subtypes]
Mutated Humans [subtypes]
Hybrids/Chimeras of any-of-the-above [subtypes]
Mutations
(yes/no)
Randomized
Constructed
origin of such (frequently the same as P-A origin)
genengineered
nanites
radiation
Natural (viral/fungal)
Biomimetic (imitates natural traits with tech/cyborgian)
Type
mundane (traits found in nature)
psionic
Super-science
Cross-species
Variety of Mutations
# per character at creation (“+” indicates mutates)
amount of possible mutations (split btw mental/physical?)
Mutation scores (type)
Game mechanics
Class/trade based
Skill advancement based
Skill check (non-stepped)
Skill check (stepped)
Sociological
Sociological stratification
Survivalist level
Community orientation/building (community stats towards top)
(Cryptic) Alliances and Cults
Community stats
Reputation scores vis-a-vis PCs
Monsters
Origin (see mutations/P-A causes) list
Mutations