Saturday, March 5, 2016

GURPS After the End 1: Wastelanders

This past week saw the release of GURPS After the End 1: Wastelanders.

It's a toolkit for post-apocalyptic adventurers much in the same line as Dungeon Fantasy 1: Adventurers or Action 1: Heroes or Monster Hunters 1: Champions. It's a prepared set of templates, equipment, and options for a given genre. It's cause-agnostic, though, so if you're thinking "collapse of the oil states" or "zombie virus" or "comet strike" or "radiation that makes mutants" or whatever, you're good here.

I happen to know the "1" isn't aspirational, either - there is a 2 out there in the future. So if you're thinking of going post-apoc, this is a good start.

There are two issues of Pyramid Magazine that can buff this out, too. 3/88 and 3/3 both deal with life after the end times.

Editing later: For a review, check out the one at Gaming Ballistic!


  1. This is a really great book. Basically, if someone wants to run a GURPS game in the Fallout universe, The Walking Dead universe, or the Mad Max universe (among others), it's all here.

  2. Our GURPS group here in Madison is doing a Mad Maxish sort of thing now. I should alert Paraj in case he is unaware.

  3. You think this is ever going to be in our future, Peter?

    1. I can foresee the apocalypse in this book affecting us someday. Maybe on Sunday when we play Gamma Terra next.


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