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  • barrbaric [he/him]
    ·
    2 years ago

    Depends on the kind of game you want to run. On the more combat-heavy side, you can have them fight things that can't be negotiated with (zombies/killer plants/capitalist skynet/etc). Alternatively, you can have them on the frontier, dealing with non-communist societies, either peacefully or not; this is how Lancer gets away with having conflict while still having FALGSC. For a more peaceful game, you can have them traversing ruined cities to find mcguffins. For example, trying to find functioning computers with information on how to treat disease, or needing to find a seed bank to supplement your crops.

    As a fellow GURPShead, I can vouch for the recent After the End books. Even if you don't plan on using any of the content in them, they're a good jumping-off point.

    I played in one short campaign and ran another, both of which were road trips with a decent mix of fighting, scavenging, and dealing with non-combat hazards. In the first, we were searching around floating cities off the coast of china (the mainland having been nuked during the apocalypse) for a legendary ultra-tech food processor that could make food from electricity and water. In the second, the survivors drove across the ruins of the US to get to the "safe zone", which turned out to be Cape Canaveral, where the remnants of NASA had been working on an FTL spaceship that had started construction immediately before the nukes fell.