I had an article in
Pyramid #3/90
linking the general ideas of After the End to the specifics of
Reign of Steel.
This isn't quite standard After the End: it's only a generation
or so since there was s working global civilisation, so there are
plenty of people who remember it and are trying to rebuild it; and in
some parts of the world there is still functional human
civilisation, whether ruled by robots or otherwise. (One of the
elements I like to play up, though it hasn't shown up much in the
Reign of Steel games I've run, is the inter-generational conflict
between the older "get back what we had" and the younger "make
something from what we have" mindsets). The first section looks quickly
at the various hazards listed in After the End to consider how
appropriate they are and what form they take: there aren't any human
mutants or zombies, though there may be things that look quite like
them, and while there are paramilitary organisations there aren't
anything like mercenaries (since there are only two sides and neither
of them really uses money).
The major part of the article looks at these hazards in more detail,
zone by zone. The zones that really don't fit into After the End are
London and Washington (which, perhaps not coincidentally, is where the
majority of the Reign of Steel I've run has been set): both of them
have functioning human societies, if unusual ones, rather than being
wastelands with occasional isolated settlements. A band of the sort of
pillaging player characters who are expected in standard After the
End play will be regarded by these states as a menace, to be stamped
out quickly (in Washington, probably as an example of the horrible
people you find outside the Nice Safe Home Area). These probably fit
best in After the End as a home base that's kept out of play, where
the group goes back to dispose of loot and arm up with better gear.
As for the other zones, it's a matter of juggling types of problem:
the zones each have their own flavour, and types of challenge that fit
well within them. This is the opposite of After the End's universal
post-apocalyptic wasteland, since crossing zone boundaries will often
lead to very substantial changes in the sort of threat one faces.
Finally, I ran up a quick After the End conversion of a Tarantula,
one of my favourite robots from Reign of Steel, as an example of how
to map across the others. If you're armed with Saturday Night Specials
and lumps of rebar, don't even think about confronting it head-on: be
sneaky. Human fighters need to do this anyway in Reign of Steel, but
this is even truer for the ill-equipped survivors of After the End:
stay out of sight, play up to its egotism, then drop a building on it
with a remote trigger. This is a major foe at After the End power
levels, quite possibly a boss monster for a campaign, and not to be
used lightly.
Writing this article has made me realise that what interests me most
about post-apocalyptic gaming is not the scavenging from meal to meal
and bullet to bullet, nor the gradual escalation of personal
abilities, both of which After the End promotes; I care more about
the communities and about the people, to see who survived the crash,
what they're doing about it, and what sort of life they'll make in the
ruins.
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