“So
it was that, after the [Flame] Deluge, the Fallout, the plagues, the
madness, the confusion of tongues, the rage, there began the
bloodletting of the Simplification, when remnants of mankind had torn
other remnants limb from limb, killing rulers, scientists, leaders,
technicians, teachers, and whatever persons the leaders of the
maddened mobs said deserved death for having helped to make the Earth
what it had become.”
– A
Canticle for Leibowitz
I’ve never really immersed myself in the handful
of post-apocalyptic roleplaying games released over the years. Sure,
I own some, acquired more out of curiosity and an interest in
dabbling, but even the few I’ve played never really struck a chord.
Perhaps it’s because I grew up with a sheen of anxiety about
nuclear war. Maybe it’s because – for the first time in more than
25 years – the threat of nuclear war on even a small scale seems
frighteningly possible. Yet I still look fondly at my small
collection of post-apocalyptic roleplaying games, day-dreaming of a
time when it was considered escapist “fun” to indulge in settings
ranging from gritty reality to gonzo fantasy.
Unfortunately my own interest in post-apocalyptic
roleplaying games rarely found a player audience; at the time my
friends were more interested in more mainstream fare like Dungeons
& Dragons, the Star Wars Roleplaying Game, and
Shadowrun. We tried a few Gamma World scenarios, though
I think we spent more time rolling up characters than actually
playing. One summer between college semesters I tried running a
Morrow Project adventure, but it was quite clear it was more
to indulge my interest rather than engage my bored players, who were
used to more cinematic fare. After that I held off pursuing the genre
in gaming, though I often noticed new post-apocalyptic games reaching
the market. As the world seems to careen toward apocalypse – from
nuclear war, global warming, cyber-hacking infrastructure crash,
near-miss asteroids, zombies (okay, maybe not zombies...yet) – I
can’t help thinking about past roleplaying game forays into the
post-apocalypse.
Gamma World (1983):
When I first started roleplaying in the early 1980s
Gamma World was one of a handful of games that caught our
attention (primarily from TSR). Our loose association of friends
gamed infrequently, and tried the game in between sessions of
Basic/Expert Dungeons & Dragons. The local hobby store –
which primarily carried TSR games and a smattering of other products
– offered the second edition Gamma World game in a specially
priced promotion, shrink-wrapped with a slew of first-edition
supplements, including GW1 Legion of Gold, GW2 Famine in
Far-Go, and the Referee’s Screen (if memory serves me
correctly). Obviously a marketing strategy by TSR to support the
release of the second edition rules with material in the warehouse
left over from first edition, it worked for those of us looking to
dive into a game at a bargain price. Our gaming group didn’t get
much farther than creating a few characters and stumbling through
some of the early encounters in the adventure modules, but we enjoyed
it as a diversion from our usual dungeon delving action. I don’t
recall the overall setting being too compelling; overall it seemed
like a somewhat gonzo but fun version of a post-apocalyptic world,
much like the popular Thundarr the Barbarian cartoon airing on
television Saturday mornings.
The Morrow Project (1980):
I can’t remember where I picked up The Morrow Project,
but I’d heard about it as one of the earlier post-apocalyptic games
and embarked on a quest to acquire it for my collection. I probably
found the rulebook and The Starnaman Incident game scenario in
one of the old-school game stores that used to abound in my region of
Connecticut. I’d probably read about the game and was intrigued by
its premise: caches of equipment and cryogenically preserved
specialists wakening after World War III (which started on Nov. 18,
1989) to bring civilization to the ruins of society. Much of the
rulebook was a dry catalog of equipment, lists of survivors and
creatures (not as gonzo as Gamma World), and endless rules for
specific tactical situations without a whole lot of inspiration for
missions (one of the cases where a lengthy solitaire tutorial
adventure might have helped readers learn the game system as well as
familiarize themselves with core themes of the setting). I read the
background about “the war” with a morbid curiosity, looking over
the targets listed by state, city and type of missile that hit them
(something folks can now play with online at numerous sites like
Nukemap). My rulebook still has some notes for revising the skill
system, some non-player characters, notes for a rather bland scenario
I ran, and a character or two.
Twilight 2000 (1984): I never had a
copy of Twilight 2000, but became entranced by its many ads in
gaming magazines and enticed by scenarios and other material in GDW’s
late, great Challenge Magazine. It seemed like a more gritty,
realistic environment where scavenging for supplies seemed to play
just an integral role as adventuring in the setting, with the
attention to practical, logistical details frequently seen in GDW’s
games (possibly bordering on the level of detail seen in The
Morrow Project). Part of the draw for me was the proximity to the
real-world situation at the time, where other games seemed to
distance themselves from the apocalypse-causing holocaust. I was also
intrigued by the campaign potential the game offered, with disparate
bands of American soldiers making their way through war-ravaged
Europe to link up with other allies, discover pockets of
civilization, and head toward a seemingly stable objective, all while
struggling to find necessary survival supplies (and gas, I always
figured they’d be perpetually desperate for gas to fuel their
vehicles). One day I might try acquiring a copy of Twilight 2000
to give it a fair shake by reading it and adding it to my shelf as
one of those classic GDW games I missed.
Of course I’m missing a host of post-apocalyptic
roleplaying games released over the years, some during the “Golden
Age of Roleplaying Games” I missed out on and some published more
recently. I frequently saw advertisements for Aftermath in the
pages of Dragon Magazine but never really pursued it. I’ve
heard of Apocalypse World more through the numerous thematic
derivations it inspired, though perhaps that’s the reason I have a
greater impression of its game mechanics than its setting. I
know Fantasy
Flight Games released
The
End of the World
roleplaying game line (which conveniently avoids the nuclear
holocaust theme), but
having
an entirely separate game book for zombies, alien invasion, AI
takeover, and end days religious calamity never really appealed to me
(though it gets credit for enabling players to play themselves
in the game). I backed the Numenera Kickstarter
and enjoyed reading the book – and absorbing its fantastic artwork
– and, though it contains a good deal of “technology as magic”
in its mechanics and setting, it seems so far removed from its
world-altering holocaust that it seems more tech-fantasy than
anything else. I consider “post-apocalyptic” as a rather rigidly
interpreted genre separate from those that use a post-holocaust
premise but heavily flavored with other elements like Paranoia,
Deadlands: Hell on Earth, Metamorphosis Alpha,
Numenera, or Cadillacs & Dinosaurs. This is not
to say those don’t possess any merit – in fact, many remain quite
appealing and satisfyingly entertaining – but in most cases they
emphasize other, original genre elements with a hint of the post
apocalyptic. (Oddly enough, in his magnum opus Heroic Worlds,
Lawrence Schick lists Gamma World under the “Science
Fantasy” label, with Twilight 2000 and The Morrow Project
as “Military” and and only Aftermath as “Science
Fiction: Dark Future,” leaving out any “post-apocalypse” label
altogether.)
I’ll admit the post-apocalypse genre isn’t really one that
engages me; I dabble now and then because it has some interesting
aspects, but unfortunately nothing to really sustain interest above
the other roleplaying game genres that engage me. Part of this stems
from the very real threat of planetary apocalypse that continues to
haunt my latent anxieties. Perhaps I’m averse because the genre
isn’t usually distanced enough from reality to serve as fulfilling
escapist entertainment. Yet it offers several aspects that appeal to
me as an “outsider” reading the game and not necessarily as
someone playing a character in the setting. I have a morbid curiosity
how different game designers interpret details of a specific
apocalypse, a historical overview often denied folks who live through
momentous, world-changing events. I’m further intrigued by the
implications of a particular apocalypse, how it shapes the remnants
of the world and the survivors forced to live in its harsh
social-geographical environment. I also enjoy looking through the
game material to find how game designers interpret different
locations from our own world in the post-apocalyptic setting
(assuming they survive in some form). Yet I view the genre as a whole
as “too soon,” too close to reality to provide entertainment
(except, perhaps, for Gamma World and it’s often gonzo
setting elements). I can see the appeal from other aspects: to gain a
sense of control over an uncontrollable situation; a means of dealing
with a lurking global fear by turning it into a game; by shaping that
world – as a player or gamemaster – to make something more
palatable than the grim reality.
I’m not sure how popular the post-apocalyptic genre is among
roleplaying gamers. Without conducting a scientific,
statistically-backed study, I’d venture to say it’s an extremely
niche genre, better represented by games that incorporate such tropes
in their settings but rely on wholly original developments like
Numenera and
Paranoia. Certainly each of the purely post-apocalyptic games
mentioned above have their devoted followers even as they languish in
the graveyard of out-of-print games (though occasionally a new
edition or Kickstarter version rises from the radioactive ashes).
It’s not a genre I as an author or game designer would choose to
pursue, though I’ve considered using post-apocalyptic elements or
themes in games, but not solely on their own or in our reality.
Despite my past dabblings in the genre, the anxiety remains all too
real to me, something to force into the background as I enjoy playing
other games as diversions.