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Game Mastering
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July 9, 2012, 9:39 am

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Post Apocalypse Gaming


Nuclear war, zombie outbreaks, meteor strikes, economic collapse, alien invasion, no matter how it happens an apocalypse makes for a unique and engaging setting to run a campaign in, even for a jaded GM.

Here’s a few quick tips that can make a good zombie or other post apocalypse game a great one, and keep the group coming back (from the dead?) for more.

Avoid Repetition When Scavenging

Keep the setting fresh and moving without sinking into a repetition of events. Raiding a gas station or grocery store for supplies will be fun and suspenseful the first few times, but after that the players will have a pretty good idea what to expect and begin to lose interest.

The best way to keep them from getting bored is to make sure there’s never such a thing as “just another store” when they need to scavenge for supplies. Mix up weather, terrain, the state of the building and other threats, from a pack of wild dogs to structural damage threatening to dump part of the first floor into the basement. If each looting encounter  differs enough,  everyone will maintain interest.

Gloss over unimportant scavenging and only focus on the events if they directly matter to the adventure at hand or would be otherwise unique and different from the norm. If you know there are no zombies, bandits, or other threats inside the gas station, there’s really no sense role-playing through the encounter. Just summarize what they got from the looting and move on with the adventure to keep pacing and excitement high.

Family Matters

Unless the PCs are orphans with the personalities of dead fish, they’ll likely have family and friends they’re worried about. In the beginning of the game during character creation, ask every player to list 4-6 people they consider important family or friends. This gives characters a great chance to connect to each other, and provides plenty of adventure hook opportunities.

Are Safe Zones Safe?

Safe havens, safe zones – whatever they wish to be called – the enemy free areas are often either a destination or stop over point the group deals with at some point. Use these  for adventure opportunities.

Other survivors can generate interesting encounters. They might take offense at the player group heading for “their rightful sanctuary.” They might also be trying to loot the same store for needed supplies.

Give the safe zone a limited capacity. Perhaps the safe haven has just enough supplies for X amount of people. What will the PCs do about any extra NPCs in their group there isn’t room for?

Also worth considering is if this safe zone is already occupied by other unsavory or intolerant types unwilling to let the group join them, despite there being enough room or supplies.

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Comments ( 7 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
July 9, 2012, 9:47
Very useful
Voted Kassy
July 9, 2012, 9:57
I think I can find a use for this in the future.

Voted Scrasamax
July 9, 2012, 11:05
Only voted
July 11, 2012, 12:58
Again, a useful set of tips that doesn't go far enough (IMO). If you're going to write an article about post-apocalyptic gaming, why not start at the beginning with an overview of what that is? You could go into the varying flavors, major themes or encounter types (scavenging is one sort, sure, but what else is there?), etc. I've never run a post-apoc game before, and it would be great to have an in-depth go-to article from someone who has been there before. :)
Voted Dossta
July 11, 2012, 12:58
Only voted
Voted valadaar
April 30, 2013, 7:28
This starts off great, but ends far, far too soon for such an all-encompassing title.
Voted Murometz
December 12, 2013, 14:33
I enjoyed reading this, but then it ends :(

AG needs to add his thoughts to this, and some scroll additions :)

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       By: Michael Jotne Slayer

The nations of the Kolm surpasses all other barbarians in their wilderness of life. Thoug they do just bear the likeness of men, of a very ugly pattern, they are so little advanced in civilization that they make no use of fire, nor any kind of relish, in the preparation of their food, but feed upon the roots which they find in the fields, and the half-raw flesh of any sort of animal. I say half-raw, because they give it a kind of cooking by placing it between their own thighs and the back of their horses. They fight in no regular order of battle but by being extremely swift and sudden in their movements, they disperse, and hen rapidly come toghether in loose array. They spread havoc over the vast plains and flying over the ramparts, they pillage the camp of their enemy almost before he has become aware of their approach. They are the most terrible warriors for when in close combat with swords and flails they fight without regard to their own safety, and while their enemy is intent upon parrying the thrust of the swords, they will entangle him with their chains so that he loses all power of walking or riding.

Excerpt from "The peoples of the world" By Taklamarian court-scholar Guliman Amon.

Ideas  ( Society/ Organization ) | February 15, 2011 | View | UpVote 3xp

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