Downtime requirements meant that player had to find and store food, materials, weapons and ammo in order to buy downtime between adventures. Skills that were not used didn't go up, unless they were increase during 'downtime'. A player that used lock picking skill often in the game would gain skill points in that skill through using it. Attributes could be increased during downtime. Players could increase their character's skills by practicing them during 'downtime' between adventures or by using the skills successfully. The Aftermath system that replaced experience was actually very simple. Removing experience points from the game meant that players could no longer 'hack-and-slash' there way to new abilities. The revolutionary idea was that players could increase their skills and their attributes over time, but their base 'hit points' and abilities did not go up with levels. The first element that Aftermath! introduced was a levelless play system where players did not level up with experience points. There were a few other games, I had played, but not many and none were as enthralling as D&D. Keep in mind at the time D&D 3rd was just about it. ![]() As a whole, if it were not for the positive elements of the game, it wouldn't be worth even looking at.Īftermath! did introduce some elements that as a Game Master, I had not seen before in any other game. Combine these elements into one game that is difficult to learn with a cliff like learning curve and very unforgiving of player combat mistakes, that plays about as fast as a 10 person miniature tank battle. I used to say, "Even a veteran character could be killed by a punk with a lucky shot from a. Player characters were also fairly complex with a skill list of 80 or so skills, 6 attributes that generated 18 different saving throws, seven talents which governed learning and effected skill choices. So basically a two-hour movie completely in bullet time, which is as tedious as it sounds. Usually it consisted of players firing their weapons or swinging weapons a few times and the enemy doing the same. When I was introduced to Aftermath! a simple combat between two players and two enemies would take upwards to two hours to resolve. There are too many rules, too many special conditions and even the most fundamental activity, such has resolving player hits and damage takes an unwieldy number of roles to resolve. I played since it was introduced in 1982.Īftermath! has been almost universally panned as a role playing game that is simply too hard to play. Many people may not know this game, so I thought I would give everyone some info about it.
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