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Post-Apocalyptic TTRPG Systems: A Mechanical Overview

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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