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Author Topic: Non-Zombie Post APOC rules/games  (Read 4033 times)

Offline superflytnt

  • Mad Scientist
  • Posts: 558
  • Cthulhu. Cthulhu never changes.
    • Superfly Circus - Board Games And Social Commentary
Re: Non-Zombie Post APOC rules/games
« Reply #15 on: May 29, 2013, 02:52:25 PM »
I'm 7 games into a multiplayer campaign and it's got pretty much everything I want in a game. The only thing really missing is rules for more advanced weapons...I'm considering porting over things from the Fallout world to make this a Fallout-themed game that doesn't suck.
www.superflycircus.blogspot.com
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Offline NickNascati

  • Scatterbrained Genius
  • Posts: 2193
Re: Non-Zombie Post APOC rules/games
« Reply #16 on: May 29, 2013, 07:46:55 PM »
Really, I think that any PA rules set would work fine, just by removing the "fantasy" elements.  However, look at Two Hour Wargames "After the Horsemen", ROG Now's "Babylon's Burning"  for reasonably "realistic" PA settings.  Maybe even modify Old West rules?

Offline Diceplague

  • Librarian
  • Posts: 127
  • No, human... I´M power, knowledge is doom!
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Re: Non-Zombie Post APOC rules/games
« Reply #17 on: May 29, 2013, 09:29:10 PM »

 I second for After The Horseman from 2HW.

 I´m in the middle of a solo campaign and it is totally amazing (you can play it versus or cooperatively as well). Focused on post apoc human relations and their struggle to survive for another day. Sure you can add zombies or mutants but I believe that monsters don´t change the fact that in a Post apoc world resources are ominously scarce and that alone is as dangerous and lethal as any mutant-radioactive-zombie adversary, so in my campaign only humans and they can be bad enough...
"Trapped in time. Surrounded by evil. Low on gas."
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