For all its myriad faults, I have a great fondness for Aftermath! (and wrote for it while FGU was busy dying). The character generation and combat systems may have been needlessly complex, but no more so than some other games of the time (anyone else here ever try to play Space Opera?), and I think a great many skills-based RPG systems are indebted to it.
I love Aftermath to death! It's peculiarities aside, the worldbuilding stuff was worth it's weight. It was also the first place I saw "End of the world by the return of magic" which, for me at least, put it well ahead of Shadowrun.
Somewhere I have a copy, well thumbed, just in case I need to frighten players.
There is an apocryphal story of a Supers session at Murdoch (I think) where one day the GM turned up with the Aftermath rules along with the usual Champions stuff. The player spent the entire session ABSOLUTELY convinced that one false step and thw world was gonna end.
Turns out the GM was just lugging it around from the previous session in the day.
There is an apocryphal story of a Supers session at Murdoch (I think) where one day the GM turned up with the Aftermath rules along with the usual Champions stuff. The player spent the entire session ABSOLUTELY convinced that one false step and thw world was gonna end.
I used to do this to my players - leaving Aftermath! or books on NBC warfare on the kitchen table with my GM stuff when we were playing V&V or Daredevils. Sometimes, of course, they did end up facing WMDs... and there was GURPS Time Travel group that managed to teach hive rats to use fire, and burnt down Havana, then proceeded to nuke Mexico City...
no subject
Date: 2006-09-27 04:47 am (UTC)no subject
Date: 2006-09-27 05:22 am (UTC)It's peculiarities aside, the worldbuilding stuff was worth it's weight. It was also the first place I saw "End of the world by the return of magic" which, for me at least, put it well ahead of Shadowrun.
Somewhere I have a copy, well thumbed, just in case I need to frighten players.
There is an apocryphal story of a Supers session at Murdoch (I think) where one day the GM turned up with the Aftermath rules along with the usual Champions stuff. The player spent the entire session ABSOLUTELY convinced that one false step and thw world was gonna end.
Turns out the GM was just lugging it around from the previous session in the day.
no subject
Date: 2006-09-27 05:33 am (UTC)I used to do this to my players - leaving Aftermath! or books on NBC warfare on the kitchen table with my GM stuff when we were playing V&V or Daredevils. Sometimes, of course, they did end up facing WMDs... and there was GURPS Time Travel group that managed to teach hive rats to use fire, and burnt down Havana, then proceeded to nuke Mexico City...