Daily Illuminator

March 9, 2016: The Beginning Of The End

GURPS After the End 1: WastelandersWhen it feels like you've run every campaign in the world, the best way to shake things up is to break the world and start over! At least, that was my philosophy behind the new GURPS After the End series. Rather than looking back to the past, it embraces the new world as a place of adventure, danger, and reward. GURPS After the End 1: Wastelanders kicks things off with a mix of templates and lenses to create almost any post-apocalyptic hero you can imagine. Do you want to play a mutated scavenger who can sneak up on any foe? What about an experienced doc trained to analyze the mind as well as the body? Or a learned hunter who uses old-world knowledge to stay ahead of new-world foes? No matter what you choose, just make a few simple decisions and you're ready to play.

And that's just the first half! The rest of it answers questions like "How can I simplify the rules for fatigue, starvation, and sleep?" and "How do I trade for equipment when currency doesn't exist?" I've been using these rules in my own post-apocalyptic games for a while now and I'm privileged to be able to share them with you all. Enjoy this, and look for GURPS After the End 2: The New World in the not-too-distant future!

-- Jason "PK" Levine


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