![]() ![]() All are generally rated 1 to 40, with the "average" human having scores of 10-12. There are two mental Attributes (Wit and Will), and four physical Attributes (Strength, Deftness, Speed and Health). Phyical Characteristcs primarily add "colour" to the character, and may optionally be chosen by the player. Abilities are derived from Attributes and Talents, and Skills are largely chosen by the player (with initial scores based on Attributes and Talents). Attributes and Talents are common to all characters (with differing values). The chapter ends with the statement "Good Gaming!"įirst off, notice that this chapter is about "defining", not "creating" characters.Ĭharacters are defined by Attributes, Talents, Abilities, Skills and Physical Characteristics. Of course, subsequent years have bought us the 10-sided dice (and even 30-siders), so some of this is irrelevant.įinally, conventions used in the text are described, and advice is given on reading the rules (skim first and then read thoroughly). #Surviving the aftermath assign workers how to#The original game had 6-sided and 20-sided dice only, so there are suggestions on how to "roll" a D3, D10, D30 and D100. "The Dice" covers the various dice types and how to roll them. Players should not read the Game Master's book or scenario, whilst GMs should read all of them. "Meet The Game" briefly describes the rulebooks and the introductory scenario. "The Campaign" describes the concept of campaigns, and how different GMs will run different style games with the same rules. Next, come definitions of the GM, players and characters in a section entitled "Who's who in The Role Playing Game". The Game element describes the limits placed upon role playing by the rules, and introduces the concept of the GM. ![]() ![]() It also covers the difference between a player and his character. The Role Playing element covers how players act in the world "as if he were really the character involved", and how the game differs from a standard board game. Not sure if that is my definition of Fantasy, but there you go. Fantasy is "concerned with the individual hero, in an environment where great deeds must be performed daily". The three elements (Fantasy, Role Playing and Game) are each described. Nowdays it would be described as Sci-Fi, I guess. Interestingly, the game is described as a Fantasy RPG. I presume this was intended to be the core rules of FGU's generic system. #Surviving the aftermath assign workers tv#We eventually moved on to "The Morrow Project," which had a more detailed premise and post-apocalyptic world, detail we preferred as teenagers.īut we played a very enjoyable "Aftermath!" game (albeit 'rules lite') for a while back then that was more-or-less a blend of the 1970s "Planet of the Apes" TV show and the film "Road Warrior."īook 1 - Basic Rules for Role Playing Simulation The system, especially combat, was considerably more complicated than, say, "Gamma World." But I thought its reputation at the time for being a "super complicated" RPG was over-stated, and was perhaps perpetuated by people who had never actually played it. Advertisements in "Dragon" magazine at the time touted how it could be used to play a RPG set in any sort of civilization-destroying apocalypse, from alien invasion to nuclear war to 'Planet of the Apes' or whatever. My friends and I gravitated to it as a more 'serious' post-apocalyptic game than TSR's "Gamma World." "Aftermath!" was one of my favorite RPGs as a kid in the mid-1980s. The version I have is in one, yellow, volume, with the original box art on the cover (a woman armed with a 9mm pistol, and a man with an M16 rifle, in a devestated landscape). There is also a short adventure ("Survive!"). The first contains the core, generic rules, the second is the players' book and the third the GM's. There are three books - "Basic Rules", "Survivors of the Aftermath" and "The World of the Aftermath". It is typical FGU - complicated and of the "rules for everything" school of RPG design. There are indications that FGU intended the system to be their generic system for RPGs. It most resembles Daredevils in its system, which is based on the Bushido system. Hopefully, it will be more successful than my last one.Īftermath was published in 1981 by Fantasy Games Unlimited, who also published Space Opera, Chivalry & Sorcery, Daredevils, Flashing Blades, Privateers & Gentlemen and Bushido (they may have published others, but those are the ones I have). A couple of years ago, I got hold of the Aftermath! rulebook (the single volume reprint) and have been meaning to read it for some time. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |