Oren, Mike, and Chris discuss how to do post-apocalyptic roleplaying games, how not to do them, and how really not to do them. They talk about cultural influences on post-apocalyptic settings, player expectations, and how game masters should prepare for running this kind of campaign.
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Opening and closing theme: The Princess Who Saved Herself by Jonathan Coulton. Used with permission.
Show Notes:
On Resources: Three Ways of Handling Money in Roleplaying Games
Have you heard of or tried Rifts? It has some serious game balance issues (which is intentional) and combines the problematic skill rolls of COC and an even slower paced d20 combat system (compared to D&D), but the setting is interesting, if nothing else.
I’m surprised you don’t bring up Apocalypse World as a game system option. It’s core mechanic (which is a fail forward design) is so popular that it has been incorporated into a wide range of different rules-light games.
Yeah, back then none of us were familiar with Powered By the Apocalypse games. Even since I’ve never had time to actually play Apocalypse World, though I have played and reviewed Dungeon World and Legend of the Elements.