Thinking About the Unthinkable
If a biological armageddon hits the United States, how do vaccines reach Americans quickly? In the event of a nuclear war, who gets the word out about who is in charge and what laws are being enacted?
If you’re planning backstory for a post-apocalypse campaign, these little details can add to the verisimilitude you’re trying to invoke. They’re even more useful if you’re planning a near-future apocalypse-in-progress campaign. For example, when the zombies take over, where’s the President of the United States hiding out? As the GM it’d be good to know, right? Read more
Maybe it was a zombie apocalypse. Perhaps an alien plague wiped out civilization. Or it something we engineered ourselves. Regardless, most of humanity is destroyed.
What happens to the buildings, bridges, and dams when we’re not there to look after them? How long will concrete and steel resist armies of vines and rust? Which animals will rule over the ruins we once called home?
And when humanity rises from the ashes, how will it climb slowly back up the technology ladder? What will humans need to know to protect themselves, grow crops, and reconquer nature? Where will we settle, and what hard-won knowledge will we recover first? Read more
Wreck Age is a post-apocalypse roleplaying game built around a miniatures skirmish combat system. The rules focus on the group rather than the individual, and resource management drives campaign play. The result is a refreshingly different post-apocalypse game.
2018-02-09: Note that this is a review of the 1st edition of the game. The 2nd edition has just been released.