Post-Apocalyptic TTRPG Systems: A Mechanical Overview
- Tsukiya
- 4 days ago
- 2 min read
Comparative Reference by System
This document presents a mechanical overview of prominent post-apocalyptic tabletop role-playing games.
Each system is described using the same criteria:
Mechanical identity
Player quality-of-life considerations
GM quality-of-life considerations
Typical use cases
The intent is reference and comparison, not evaluation.
Gamma World

Post-apocalyptic science fantasy with mutation-forward character design. Rules vary by edition but generally emphasize randomness, exploration, and high-concept outcomes.
Player QoL
Fast character generation
Mutation-based abilities create distinct characters
Emphasis on discovery over optimization
GM QoL
Loose balance expectations
High tolerance for improvisation
Encounter design favors spectacle
Common Use
Exploration-heavy campaigns with unpredictable character growth.
Apocalypse World

Powered by the Apocalypse framework focused on scarcity, social pressure, and fiction-first resolution.
Player QoL
Playbooks clearly define narrative roles
Moves directly reflect genre actions
Low mechanical overhead
GM QoL
Minimal prep requirements
Threats and fronts drive ongoing pressure
System reinforces consequence without external adjudication
Common Use
Character-driven campaigns centered on relationships, power, and scarcity.
Mutant: Year Zero

Dice-pool survival system combining exploration, base-building, and resource decay.
Player QoL
Clear mutation mechanics
Defined survival pressures
Advancement tied to risk-taking
GM QoL
Structured exploration procedures
Strong support for settlement play
Consistent tension pacing
Common Use
Survival campaigns with an emphasis on community growth and environmental danger.
Fallout 2d20

2d20 system emphasizing action economy, resource management, and setting fidelity to the Fallout franchise.
Player QoL
Familiar setting conventions
Clear perk-based progression
Tactical combat supported by metacurrency
GM QoL
Encounter frameworks tied to action points
Strong setting reference material
Structured scavenging and equipment systems
Common Use
Campaigns replicating Fallout-style exploration and faction conflict.
Other Dust

OSR-derived post-apocalyptic system focused on scarcity, survival, and sandbox play.
Player QoL
Simple, direct mechanics
Clear risk assessment
Advancement tied to survival and exploration
GM QoL
Extensive world-generation tools
Supports emergent storytelling
Low mechanical overhead
Common Use
Sandbox survival campaigns with player-driven direction.
Ashes Without Number

Post-apocalyptic iteration of the Without Number framework, emphasizing sandbox structure and faction play.
Player QoL
Clear character roles
Strong planning and preparation incentives
Consistent resolution mechanics
GM QoL
Robust procedural tools
Faction and settlement systems
Scales from local to regional play
Common Use
Long-form sandbox campaigns with layered factions and territories.
Numenera

Cypher System–based science-fantasy game set in a far-future, post-post-apocalypse.
Player QoL
Descriptor–Type–Focus character creation
Resource pools double as health and effort
Emphasis on discovery and artifacts
GM QoL
Difficulty-based resolution simplifies adjudication
Exploration-focused content tools
Low mechanical friction
Common Use
Discovery-driven campaigns emphasizing strange technology and lost civilizations.
Comparative Snapshot
System | Rules Weight | Narrative Emphasis | Tactical Detail | GM Prep Load |
Gamma World | Low–Medium | Medium | Low | Low |
Apocalypse World | Low | High | Low | Low |
Mutant: Year Zero | Medium | Medium | Medium | Medium |
Fallout 2d20 | Medium | Medium | Medium | Medium |
Other Dust | Low–Medium | Medium | Low | Medium |
Ashes Without Number | Medium | Medium | Medium | Medium |
Numenera | Low–Medium | High | Low | Low |



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