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* ''TabletopGame/WarhammerAgeOfSigmar'' and ''TabletopGame/WarhammerAgeOfSigmarSoulbound'' are this twice-over: the Mortal Realms are the worlds created from the ashes of the world of ''TabletopGame/WarhammerFantasyBattles'', with the surviving heroes -- now having ascended to godhood in the sheer magical energies released -- tried to build a new, better world for their surviving peoples to inhabit, only for ''that'' to be destroyed by the return of the Chaos gods, who conquered all the realms save Azyr, and made them their personal, hellish playgrounds. The resultant Age of Chaos saw the vast majority of mortals, be they human, duardin, aelf or otherwise either slaughtered by the rampaging Chaos cultists, or ''joining'' said cults to survive. The Age of Sigmar is about Sigmar and his allies' attempts to push back and rebuild civilization in the Chaos-ruled ruins; despite a ''lot'' of early success, it's still acknowledged that the vast majority of the setting is a hellish wilderness ruled openly by the Dark Gods, with only slivers of civilization holding on in the various Realms.
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* ''[=Necropolis28=]'': The world is dead, the last vestiges of life mostly taking the form of fungus and rot. The Endless City juts out of the wastelands, the sole remnant of civilisation, inhabited by the accursed dead; to its west is the undead forest of Eternal Autumn. Flesh that hasn't rotted is a precious resource.
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General example.


* ''TabletopGame/{{Microscope}}'' A game can be built around this theme, or it can be a blip in game time as a city is destroyed in a single turn.
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* ''TabletopGame/{{Equinox}}'' is set after the Purge destroyed all of humanity's largest colony worlds, and Earth itself was shatted at the end of the Great Netherwar.
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* ''[[TabletopGame/FengShui Feng Shui 2]]'''s new Future juncture, 2074, is the state of the world five years after the detonation of the Chi Bomb, a powerful weapon created by the Jammers with the intent of destroying all feng shui everywhere in time so that humanity and other species could live free of the "tyranny" of chi. Fortunately for the timestream and humanity in general, the Bomb's primary effects were limited to the future where it was set off. It annihilated every Feng Shui site in existence from that time period, which wiped the Architects of the Flesh and the Buro, the totalitarian regime of the previous game's 2056 juncture, right off the map, as well as [[DepopulationBomb wiping out a full ninety-seven percent of Earth's population, who were reduced to cellular dust]]. The world has suffered environmentally due to the destruction of a great deal of its Chi, and a good number of the survivors of this cataclysm were warped by the radiation of the Chi Bomb, becoming mutants (the Gene Freak archetype is a PlayerCharacter version of one of these people). Unfortunately, many survivors, both mutant and regular human, live under a new tyrannical regime called the New Simian Empire headed by none other than Furious George, a former leader of the Jammers who had a falling-out with his former boss Battlechimp Potemkin about how to deal with what they'd done to their world. It's a world quite reminiscent of the ''Film/MadMax'' series, only with added cyber-apes.

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* ''[[TabletopGame/FengShui Feng Shui 2]]'''s new Future juncture, 2074, is the state of the world five years after the detonation of the Chi Bomb, a powerful weapon created by the Jammers with the intent of destroying all feng shui everywhere in time so that humanity and other species could live free of the "tyranny" of chi. Fortunately for the timestream and humanity in general, the Bomb's primary effects were limited to the future where it was set off. It annihilated every Feng Shui site in existence from that time period, which wiped the Architects of the Flesh and the Buro, the totalitarian regime of the previous game's 2056 juncture, right off the map, as well as [[DepopulationBomb wiping out a full ninety-seven percent of Earth's population, who were reduced to cellular dust]]. The world has suffered environmentally due to the destruction of a great deal of its Chi, chi, and a good number of the survivors of this cataclysm were warped by the radiation of the Chi Bomb, becoming mutants (the Gene Freak archetype is a PlayerCharacter version of one of these people). Unfortunately, many survivors, both mutant and regular human, live under a new tyrannical regime called the New Simian Empire headed by none other than Furious George, a former leader of the Jammers who had a falling-out with his former boss Battlechimp Potemkin about how to deal with what they'd done to their world. It's a world quite reminiscent of the ''Film/MadMax'' series, only with added cyber-apes.
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* ''[[TabletopGame/FengShui Feng Shui 2]]'''s new Future juncture, 2074, is the state of the world five years after the detonation of the Chi Bomb, a powerful weapon created by the Jammers with the intent of destroying all feng shui everywhere in time so that humanity and other species could live free of the "tyranny" of chi. Fortunately for the timestream and humanity in general, the Bomb's primary effects were limited to the future where it was set off. It annihilated every Feng Shui site in existence from that time period, which wiped the Architects of the Flesh and the Buro, the totalitarian regime of the previous game's 2056 juncture, right off the map, as well as [[DepopulationBomb wiping out a full ninety-seven percent of Earth's population, who were reduced to cellular dust]]. A good number of the survivors of this cataclysm were warped by the radiation of the Chi Bomb, becoming mutants (the Gene Freak archetype is a PlayerCharacter version of one of these people), and many of the survivors live under a new tyrannical regime called the New Simian Empire headed by none other than Furious George, a former leader of the Jammers who had a falling-out with his former boss Battlechimp Potemkin about how to deal with what they'd done to their world. It's a world quite reminiscent of the ''Film/MadMax'' series, only with added cyber-apes.

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* ''[[TabletopGame/FengShui Feng Shui 2]]'''s new Future juncture, 2074, is the state of the world five years after the detonation of the Chi Bomb, a powerful weapon created by the Jammers with the intent of destroying all feng shui everywhere in time so that humanity and other species could live free of the "tyranny" of chi. Fortunately for the timestream and humanity in general, the Bomb's primary effects were limited to the future where it was set off. It annihilated every Feng Shui site in existence from that time period, which wiped the Architects of the Flesh and the Buro, the totalitarian regime of the previous game's 2056 juncture, right off the map, as well as [[DepopulationBomb wiping out a full ninety-seven percent of Earth's population, who were reduced to cellular dust]]. A The world has suffered environmentally due to the destruction of a great deal of its Chi, and a good number of the survivors of this cataclysm were warped by the radiation of the Chi Bomb, becoming mutants (the Gene Freak archetype is a PlayerCharacter version of one of these people), and people). Unfortunately, many of the survivors survivors, both mutant and regular human, live under a new tyrannical regime called the New Simian Empire headed by none other than Furious George, a former leader of the Jammers who had a falling-out with his former boss Battlechimp Potemkin about how to deal with what they'd done to their world. It's a world quite reminiscent of the ''Film/MadMax'' series, only with added cyber-apes.
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* ''[[TabletopGame/FengShui Feng Shui 2]]'''s new Future juncture, 2074, is the state of the world five years after the detonation of the Chi Bomb, a powerful weapon created by the Jammers with the intent of destroying all feng shui everywhere in time so that humanity and other species could live free of the "tyranny" of chi. Fortunately for the timestream and humanity in general, the Bomb's primary effects were limited to the future where it was set off. It annihilated every Feng Shui site in existence from that time period, which wiped the Architects of the Flesh and the Buro, the totalitarian regime of the previous game's 2056 juncture, right off the map, as well as [[DepopulationBomb wiping out a full ninety-seven percent of Earth's population, who were reduced to cellular dust]]. A good number of the survivors of this cataclysm were warped by the radiation of the Chi Bomb, becoming mutants (the Gene Freak archetype is a PlayerCharacter version of one of these people), and many of the survivors live under a new tyrannical regime called the New Simian Empire headed by none other than Furious George, a former leader of the Jammers who had a falling-out with his former boss Battlechimp Potemkin about how to deal with what they'd done to their world. It's a world quite reminiscent of the ''Franchise/MadMax'' series, only with added cyber-apes.

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* ''[[TabletopGame/FengShui Feng Shui 2]]'''s new Future juncture, 2074, is the state of the world five years after the detonation of the Chi Bomb, a powerful weapon created by the Jammers with the intent of destroying all feng shui everywhere in time so that humanity and other species could live free of the "tyranny" of chi. Fortunately for the timestream and humanity in general, the Bomb's primary effects were limited to the future where it was set off. It annihilated every Feng Shui site in existence from that time period, which wiped the Architects of the Flesh and the Buro, the totalitarian regime of the previous game's 2056 juncture, right off the map, as well as [[DepopulationBomb wiping out a full ninety-seven percent of Earth's population, who were reduced to cellular dust]]. A good number of the survivors of this cataclysm were warped by the radiation of the Chi Bomb, becoming mutants (the Gene Freak archetype is a PlayerCharacter version of one of these people), and many of the survivors live under a new tyrannical regime called the New Simian Empire headed by none other than Furious George, a former leader of the Jammers who had a falling-out with his former boss Battlechimp Potemkin about how to deal with what they'd done to their world. It's a world quite reminiscent of the ''Franchise/MadMax'' ''Film/MadMax'' series, only with added cyber-apes.
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* ''[[TabletopGame/FengShui Feng Shui 2]]'''s new Future juncture, 2074, is the state of the world five years after the detonation of the Chi Bomb, a powerful weapon created by the Jammers with the intent of destroying all feng shui everywhere in time so that humanity and other species could live free of the "tyranny" of chi. Fortunately for the timestream and humanity in general, the Bomb's primary effects were limited to the future where it was set off. It annihilated every Feng Shui site in existence from that time period, which wiped the Architects of the Flesh and the Buro, the totalitarian regime of the previous game's 2056 juncture, right off the map, as well as [[DepopulationBomb wiping out a full ninety-seven percent of Earth's population, who were reduced to cellular dust]]. A good number of the survivors of this cataclysm were warped by the radiation of the Chi Bomb, becoming mutants (the Gene Freak archetype is a PlayerCharacter version of one of these people), and many of the survivors live under a new tyrannical regime called the New Simian Empire headed by none other than Furious George, a former leader of the Jammers who had a falling-out with his former boss Battlechimp Potemkin about how to deal with what they'd done to their world. It's a world quite reminiscent of the ''Franchise/MadMax'' series, only with added cyber-apes.
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-> "How many times can you rebuild from apocalypse? On Dominaria, [[BadassBoast we almost lost count]]."
--> Karn [[https://www.youtube.com/watch?v=Ex4ClzZ3oBM in the trailer for the last return to the set]].
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%%** ''GURPS: After the End''.

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%%** ''GURPS: ** ''TabletopGame/{{GURPS}} After the End''.End'' offers a "Choose Your Own Apocalypse" for the GM, with options ranging from plague to societal breakdown to alien invasion. Mixing and matching is encouraged.
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* ''TabletopGame/MagicTheGathering'': The game's early years focused chiefly on the plane of Dominaria, and its first sets originally characterized as a world that had only recently built itself back to a medieval state after the ancient, technologically advanced Thran Empire destroyed itself in civil war, leaving only scattered enclaves of survivors and vast ruins and machines buried underground. The game later took to skipping centuries between sets and stories, and tended to focus on major global crises and WorldSundering events, such as a destructive ice age, its equally destructive thaw, an invasion by otherworldly demons who came into the plane by forcefully overlaying it with another world they'd conquered, a wish-granting artifact corrupting and mutating an entire continent and finally a plague of time rifts and disruptions caused by the stress the earlier disasters had put on the space-time fabric. This eventually led to Dominaria becoming characterized as the setting's post-apocalyptic fantasy world, its culture deeply affected by its history of wars and fallen empires, and the decaying ruins of age-old structures and machines a common part of its scarred landscapes.

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* ''TabletopGame/MagicTheGathering'': The game's early years focused chiefly on the plane of Dominaria, and its first sets originally characterized it as a world that had only recently built itself back to a medieval state after the ancient, technologically advanced Thran Empire destroyed itself in civil war, leaving only scattered enclaves of survivors and vast ruins and machines buried underground. The game later took to skipping centuries between sets and stories, and tended to focus on major global crises and WorldSundering events, such as a destructive ice age, its equally destructive thaw, an invasion by otherworldly demons who came into the plane by forcefully overlaying it with another world they'd conquered, a wish-granting artifact corrupting and mutating an entire continent and finally a plague of time rifts and disruptions caused by the stress the earlier disasters had put on the space-time fabric. This eventually led to Dominaria becoming characterized as the setting's post-apocalyptic fantasy world, its culture deeply affected by its history of wars and fallen empires, and the decaying ruins of age-old structures and machines a common part of its scarred landscapes.
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* In ''TabletopGame/IronswornStarforged'', the Forge's people had fled their home galaxy because of a cataclysm. This cataclysm's scale varies on which truth the players choose, spanning from stellar-scale societal disruption (if the Forge's people are descendants of {{War Refugee}}s) to galactic-scale physical annihilation (if the Sun Plague extinguished all of the stars of the entire home galaxy).

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* In ''TabletopGame/IronswornStarforged'', the Forge's people had fled their home galaxy because of a cataclysm. This cataclysm's scale varies on which truth the players choose, spanning from stellar-scale societal disruption (if the Forge's people are descendants of {{War Refugee}}s) WarRefugees) to galactic-scale physical annihilation (if the Sun Plague extinguished all of the stars of the entire home galaxy).

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** ''TabletopGame/GURPSReignOfSteel depicts a post-RobotWar setting where Earth is divided up and ruled by eighteen artificial intelligences and the human population is just 37 million, most of which are either in slave camps of one sort or another or are hunted like wild animals in the wilderness. The catchphrase: 'The war is over. The robots won.'

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** ''TabletopGame/GURPSReignOfSteel ''TabletopGame/GURPSReignOfSteel'' depicts a post-RobotWar setting where Earth is divided up and ruled by eighteen artificial intelligences and the human population is just 37 million, most of which are either in slave camps of one sort or another or are hunted like wild animals in the wilderness. The catchphrase: 'The war is over. The robots won.'


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* In ''TabletopGame/IronswornStarforged'', the Forge's people had fled their home galaxy because of a cataclysm. This cataclysm's scale varies on which truth the players choose, spanning from stellar-scale societal disruption (if the Forge's people are descendants of {{War Refugee}}s) to galactic-scale physical annihilation (if the Sun Plague extinguished all of the stars of the entire home galaxy).

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* ''TabletopGame/BattleTech'' (although the "end" happens ''after'' humans have colonized space).
** ''Battle Tech'' has had a few Apocalypses:
*** The fall of the Star League and the resulting 1st and 2nd Succession Wars which bombed the galaxy back to the Stone Age (barely 20th century tech, with how to make mecha and starships all but lost, though not how to repair them)... this was followed by 2 more wars lasting 300 years all together although these were low intensity conflicts ''because'' of the damage inflicted earlier.
*** The Word of Blake Jihad, a deliberate attempt to once again bomb the inner sphere into the dark ages, costing several TRILLION Lives over a 13 year-long war. Planetary saturation nuclear orbital strikes were common.

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* ''TabletopGame/BattleTech'' (although the "end" happens ''after'' humans have colonized space).
** ''Battle Tech''
has had a few Apocalypses:
***
apocalypses:
**
The fall of the Star League and the resulting 1st and 2nd Succession Wars which bombed the galaxy back to the Stone Age (barely 20th century tech, with how to make mecha and starships all but lost, though not how to repair them)... this was followed by 2 more wars lasting 300 years all together although these were low intensity conflicts ''because'' of the damage inflicted earlier.
*** ** The Word of Blake Jihad, a deliberate attempt to once again bomb the inner sphere into the dark ages, costing cost several TRILLION Lives trillion lives over a 13 year-long thirteen-year-long war. Planetary saturation Planetary-saturation nuclear orbital strikes were common.



* ''TabletopGame/D20Modern'' had the D20 Apocalypse sourcebook, which covered After the End games with suggestions, extra rules and some discussion about different kinds of post-apocalyptic games (and had three example settings: Earth Inherited, a non-sectarian [[CaughtUpInTheRapture rapture]] setting where those that weren't righteous enough to be raptured or evil enough to be whisked straight to hell remained on Earth to witness battles between angels and demons and often rise to heights of heroism or fall to depraved depths in response, Atomic Sunrise, a classic post-nuclear war setting expanded on from one ''D20 Future'' setting called simply The Wasteland, and Plague World, a setting where a biological warfare alien invasion end up succumbing to their own weapons after thrashing human civilisation and the player characters are [[HumanPopsicle cryogenically frozen]] teams from just before the end meant to retake Earth once the main alien force departed).

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* ''TabletopGame/D20Modern'' had has the D20 Apocalypse ''D20 Apocalypse'' sourcebook, which covered covers After the End games with suggestions, extra rules and some discussion about different kinds of post-apocalyptic games (and had games. There are three example settings: Earth Inherited, settings:
** ''Earth Inherited'' is
a non-sectarian [[CaughtUpInTheRapture rapture]] setting where those that weren't righteous enough to be raptured or evil enough to be whisked straight to hell Hell remained on Earth to witness battles between angels and demons and often rise to heights of heroism or fall to depraved depths in response, Atomic Sunrise, response.
** ''Atomic Sunrise'' is
a classic post-nuclear war setting expanded on from one ''D20 Future'' setting called simply The Wasteland, and Plague World, the Wasteland.
** ''Plague World'' is
a setting where a alien invaders who used biological warfare alien invasion end ended up succumbing to their own weapons after thrashing human civilisation and the player characters are [[HumanPopsicle cryogenically frozen]] teams from just before the end meant to retake Earth once the main alien force departed).departed.



* ''TabletopGame/{{Paranoia}}'' is set after a nuclear war... or something... known as the Big Whoops, which ended with The Computer ruling over a huge population living underground in Alpha Complex which may be a dome city.
** If the High Programmer book is to be believed [[spoiler: it's San Francisco that's domed and underground, because a really big rock (or something) was going to hit the Earth, then commies took over the world]]

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* ''TabletopGame/{{Paranoia}}'' is set after a nuclear war... or something... known as the Big Whoops, which ended with The the Computer ruling over a huge population living underground in Alpha Complex which may be a dome city.
** If the High Programmer book is to be believed [[spoiler: it's San Francisco that's domed and underground, because a really big rock (or something) was going to hit the Earth, then commies took over the world]]world]].



* ''TabletopGame/StarsWithoutNumber'' features an event known as the Scream, which wiped out all contact between the galaxy and all methods of hyperspace travel. The spin off ''Other Dust'' shows what happened on Earth after the event. Between the wandering nanocloud that's been hacked to mutate anyone it comes in contact with, said hacker being an impossibly powerful psionic who survived the Scream and now wants to watch the whole world burn, and the remnants of the fascist "Mandate" who are still around, things aren't great.

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* ''TabletopGame/StarsWithoutNumber'' features an event known as the Scream, which wiped out all contact between the galaxy and all methods of hyperspace travel. The spin off spinoff ''Other Dust'' shows what happened on Earth after the event. Between the wandering nanocloud that's been hacked to mutate anyone it comes in contact with, said hacker being an impossibly powerful psionic who survived the Scream and now wants to watch the whole world burn, and the remnants of the fascist "Mandate" who are still around, things aren't great.



* ''TabletopGame/Twilight2000''. The canonical example of an RPG which plays the post-apocalypse setting deadly straight and right at the latter end of the SlidingScaleOfIdealismVersusCynicism, without using it as an excuse to have supernatural weirdness or mutants.

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* ''TabletopGame/Twilight2000''. ''TabletopGame/Twilight2000'': The canonical example of an RPG which plays the post-apocalypse setting deadly straight and right at the latter end of the SlidingScaleOfIdealismVersusCynicism, without using it as an excuse to have supernatural weirdness or mutants.
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* ''TabletopGame/MagicTheGathering'': The game's early years focused chiefly on the plane of Dominaria, and its first sets originally characterized as a world that had only recently built itself back to a medieval state after the ancient, technologically advanced Thran Empire destroyed itself in civil war, leaving only scattered enclaves of survivors and vast ruins and machines buried underground. The game later took to skipping centuries between sets and stories, and tended to focus on major global crises and WorldSundering events, such as a destructive ice age, its equally destructive thaw, an invasion by otherworldly demons who came into the plane by forcefully overlaying it with another world they'd conquered, a wish-granting artifact corrupting and mutating an entire continent wand finally a plague of time rifts and disruptions caused by the stress the earlier disasters had put on the space-time fabric. This eventually led to Dominaria becoming characterized as the setting's post-apocalyptic fantasy world, its culture deeply affected by its history of wars and fallen empires, and the decaying ruins of age-old structures and machines a common part of its scarred landscapes.

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* ''TabletopGame/MagicTheGathering'': The game's early years focused chiefly on the plane of Dominaria, and its first sets originally characterized as a world that had only recently built itself back to a medieval state after the ancient, technologically advanced Thran Empire destroyed itself in civil war, leaving only scattered enclaves of survivors and vast ruins and machines buried underground. The game later took to skipping centuries between sets and stories, and tended to focus on major global crises and WorldSundering events, such as a destructive ice age, its equally destructive thaw, an invasion by otherworldly demons who came into the plane by forcefully overlaying it with another world they'd conquered, a wish-granting artifact corrupting and mutating an entire continent wand and finally a plague of time rifts and disruptions caused by the stress the earlier disasters had put on the space-time fabric. This eventually led to Dominaria becoming characterized as the setting's post-apocalyptic fantasy world, its culture deeply affected by its history of wars and fallen empires, and the decaying ruins of age-old structures and machines a common part of its scarred landscapes.
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/MagicTheGathering'': The game's early years focused chiefly on the plane of Dominaria, and its first sets originally characterized as a world that had only recently built itself back to a medieval state after the ancient, technologically advanced Thran Empire destroyed itself in civil war, leaving only scattered enclaves of survivors and vast ruins and machines buried underground. The game later took to skipping centuries between sets and stories, and tended to focus on major global crises and WorldSundering events, such as a destructive ice age, its equally destructive thaw, an invasion by otherworldly demons who came into the plane by destructively overlaying it with another world they'd conquered, a wish-granting artifact corrupting and mutating an entire continent wand finally a plague of time rifts and disruptions caused by the stress the earlier disasters had put on the space-time fabric. This eventually led to Dominaria becoming characterized as the setting's post-apocalyptic fantasy world, its culture deeply affected by its history of wars and fallen empires, and the decaying ruins of age-old structures and machines a common part of its scarred landscapes.

to:

* ''TabletopGame/MagicTheGathering'': The game's early years focused chiefly on the plane of Dominaria, and its first sets originally characterized as a world that had only recently built itself back to a medieval state after the ancient, technologically advanced Thran Empire destroyed itself in civil war, leaving only scattered enclaves of survivors and vast ruins and machines buried underground. The game later took to skipping centuries between sets and stories, and tended to focus on major global crises and WorldSundering events, such as a destructive ice age, its equally destructive thaw, an invasion by otherworldly demons who came into the plane by destructively forcefully overlaying it with another world they'd conquered, a wish-granting artifact corrupting and mutating an entire continent wand finally a plague of time rifts and disruptions caused by the stress the earlier disasters had put on the space-time fabric. This eventually led to Dominaria becoming characterized as the setting's post-apocalyptic fantasy world, its culture deeply affected by its history of wars and fallen empires, and the decaying ruins of age-old structures and machines a common part of its scarred landscapes.
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/MagicTheGathering'': The game's early years focused chiefly on the plane of Dominaria, and its first sets originally characterized as a world that had only recently built itself back to a medieval state after the ancient, technologically advanced Thran Empire destroyed itself in civil war, leaving only scattered enclaves of survivors and vast ruins and machines buried underground. Later sets often skipping centuries between sets and stories, and tended to focus on major global crises and WorldSundering events, such as a destructive ice age, its equally destructive thaw, an invasion by otherworldly demons who came into the plane by destructively overlaying it with another world they'd conquered, a wish-granting artifact corrupting and mutating an entire continent wand finally a plague of time rifts and disruptions caused by the stress the earlier disasters had put on the space-time fabric. This eventually led to Dominaria becoming characterized as the setting's post-apocalyptic fantasy world, its culture deeply affected by its history of wars and fallen empires, and the decaying ruins of age-old structures and machines a common part of its scarred landscapes.

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* ''TabletopGame/MagicTheGathering'': The game's early years focused chiefly on the plane of Dominaria, and its first sets originally characterized as a world that had only recently built itself back to a medieval state after the ancient, technologically advanced Thran Empire destroyed itself in civil war, leaving only scattered enclaves of survivors and vast ruins and machines buried underground. Later sets often The game later took to skipping centuries between sets and stories, and tended to focus on major global crises and WorldSundering events, such as a destructive ice age, its equally destructive thaw, an invasion by otherworldly demons who came into the plane by destructively overlaying it with another world they'd conquered, a wish-granting artifact corrupting and mutating an entire continent wand finally a plague of time rifts and disruptions caused by the stress the earlier disasters had put on the space-time fabric. This eventually led to Dominaria becoming characterized as the setting's post-apocalyptic fantasy world, its culture deeply affected by its history of wars and fallen empires, and the decaying ruins of age-old structures and machines a common part of its scarred landscapes.

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* ''Aftermath!'' is an old ScavengerWorld game, and it's slim pickings since it's a few generations after the end. There's lots of scenarios for the setting, lots of little rules systems for simulating special cases, lots of genetically engineered life forms and SchizoTech and you are as likely to die of [[WizardNeedsFoodBadly starvation and exposure]] as violence.
* The backstory of ''TabletopGame/AnimaBeyondFantasy'', suggests quite heavily the setting is the Earth in a more or less distant future after Man's civilization faded into oblivion for unknown reasons, and with it Man's memories too.

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* ''Aftermath!'' ''TabletopGame/{{Aftermath}}'' is an old ScavengerWorld game, and it's slim pickings since it's a few generations after the end. There's lots of scenarios for the setting, lots of little rules systems for simulating special cases, lots of genetically engineered life forms and SchizoTech and you are as likely to die of [[WizardNeedsFoodBadly starvation and exposure]] as violence.
* ''TabletopGame/AnimaBeyondFantasy'': The backstory of ''TabletopGame/AnimaBeyondFantasy'', suggests quite heavily the setting is the Earth in a more or less distant future after Man's civilization faded into oblivion for unknown reasons, and with it Man's memories too.



* More or less the point of ''Atomic Highway'', which goes so far as to provide guidelines on pretending to bomb your own home town in order to use it as a post-apocalyptic adventure site.
* ''TabletopGame/BattleTech'' (Although the 'end' happens ''after'' humans have colonized space).

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* More or less the point of ''Atomic Highway'', which ''TabletopGame/AtomicHighway'' goes so far as to provide guidelines on pretending to bomb your own home town in order to use it as a post-apocalyptic adventure site.
* ''TabletopGame/BattleTech'' (Although (although the 'end' "end" happens ''after'' humans have colonized space).



* The TabletopGame/DarkSun campaign setting for ''TabletopGame/DungeonsAndDragons'' was in its ancient past a typical MedievalEuropeanFantasy world, but centuries of wizards abusing magic turned it into a blasted desert planet whose inhabitants have mostly turned to barbarism.
** Game designers' early descriptions of what TabletopGame/DarkSun would be like actually referred to it as "the TabletopGame/ForgottenRealms after they dropped the Bomb".
* ''The Day After Ragnarok'', a setting book for both TabletopGame/SavageWorlds, TabletopGame/HeroSystem, and now FATE Core. [[{{Ghostapo}} The Nazis]] managed to pull off a summoning ritual that pulled the Midgard Serpent into our reality, but before it could fully manifest, an American suicide team loaded the Trinity Device into a plane, rammed into the Serpent's eye, and detonated the bomb. The flailing around of a gargantuan serpent (whose head alone is 350 miles across) in its death throes while dripping magical radioactive snake venom from its fangs crushed most of western Europe and northern Africa.

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* The TabletopGame/DarkSun campaign setting for ''TabletopGame/DungeonsAndDragons'' was in its ancient past a typical MedievalEuropeanFantasy world, but centuries of wizards abusing magic turned it into a blasted desert planet whose inhabitants have mostly turned to barbarism.
** Game designers' early descriptions of what TabletopGame/DarkSun would be like actually referred to it as "the TabletopGame/ForgottenRealms after they dropped the Bomb".
* ''The Day After Ragnarok'', a setting book for both TabletopGame/SavageWorlds, TabletopGame/HeroSystem, ''TabletopGame/SavageWorlds'', ''TabletopGame/HeroSystem'', and now FATE ''FATE'' Core. [[{{Ghostapo}} The Nazis]] managed to pull off a summoning ritual that pulled the Midgard Serpent into our reality, but before it could fully manifest, an American suicide team loaded the Trinity Device into a plane, rammed into the Serpent's eye, and detonated the bomb. The flailing around of a gargantuan serpent (whose head alone is 350 miles across) in its death throes while dripping magical radioactive snake venom from its fangs crushed most of western Europe and northern Africa.



** A number of other nations survive more or less intact: The Soviet Union, with the help of god-hating frost giants and weird science, plots world conquest. The Japanese Empire sued for peace but still dreams of dominating east-asia. The British Empire moved the capital to Sydney,Australia and was the first to develop the new ophi-tech and while its main focus is on opposing the Soviet Union, also finds itself having to deal with a resurgent japan, serpent cults, and the remnants of the Third Reich.

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** A number of other nations survive more or less intact: intact. The Soviet Union, with the help of god-hating frost giants and weird science, plots world conquest. The Japanese Empire sued for peace but still dreams of dominating east-asia. East Asia. The British Empire moved the capital to Sydney,Australia Sydney, Australia, and was the first to develop the new ophi-tech and while its main focus is on opposing the Soviet Union, it also finds itself having to deal with a resurgent japan, serpent cults, and the remnants of the Third Reich.



* ''Degenesis'', a [[{{GermanMedia}} German]] indie RPG system self-advertising its genre as [[{{PunkPunk}} "Primal Punk"]], takes place in a post-apocalyptic Europe several centuries after a series of asteroid impacts which depopulated the continent, additionally releasing an [[{{TheCorruption}} extraterrestrial fungal parasite]] that hitchhiked a ride on said asteroids. This parasite is -very slowly- converting the biosphere and causing certain wide-ranging mutations in some people, such as extensive PsychicPowers. Some vestiges of civilization have been saved in a few places and several groups have kept at least ''some'' pre-apocalypse tech, but most of the depicted world [[labelnote: note]]The setting is focusing on Europe and Africa, with the Americas and Asia playing no role and hardly being mentioned. In an interesting twist, the African continent (now more or less unified politically) has lived through the apocalypse ''comparatively'' fine and profited from the downfall of Europe, becoming a new economic and technological superpower.[[/labelnote]]is caught somewhere between TheDungAges and [[{{SchizoTech}} the beginnings of a weird kind of new Industrial Revolution]], with some particularly badly hit areas having regressed nearly all the way back to the Stone Age. Outside of the very few cities and the comparably few towns, savages, witches and mutants abound, and [[{{Literature/ASongOfIceAndFire}} the nights are dark and full of terrors.]] [[{{CrapsackWorld}} Despotism, religious fanatism (with some new and very weird beliefs) and a kill-or-be-killed mentality run rampant]], with humankind engaged in a life-and-death struggle against the aforementioned virus and its progeny, which are assumed to be the next evolutionary step, and [[{{GreyAndGreyMorality}} neither side comes across as either "good" or clearly "evil" for the sake of evil]].
* ''TabletopGame/{{Earthdawn}}'' is set on Earth's Fourth World, after a devastating invasion of other-dimensional Horrors wiped out most living things on the surface and mutated what was left. The Horrors (mostly) returned to their home plane after the level of magic dropped too low for them to stay, allowing the survivors to re-emerge from their retreats and begin to repopulate the planet.
** ''TabletopGame/{{Shadowrun}}'' is the distant future of Earthdawn, after known history (the Fifth World) and the return of magic (the Sixth World). The backstory features a major pandemic wiping out about a quarter of the world's population, a resurgence of the pandemic knocking off another ten percent, a pernicious computer virus destroying nearly every device connected to the Internet, and the major world powers (the USA, China, and Europe) suffering terrible socioeconomic catastrophes and allowing multinational corporations to attain sovereignty at their own expense. Civilization has largely died back to urban sprawls while nature is struggling to reclaim the abandoned, contaminated corners of the world.

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* ''Degenesis'', ''TabletopGame/{{Degenesis}}'', a [[{{GermanMedia}} [[GermanMedia German]] indie RPG system self-advertising its genre as [[{{PunkPunk}} [[PunkPunk "Primal Punk"]], takes place in a post-apocalyptic Europe several centuries after a series of asteroid impacts which depopulated the continent, additionally releasing an [[{{TheCorruption}} [[TheCorruption extraterrestrial fungal parasite]] that hitchhiked a ride on said asteroids. This parasite is -very slowly- -- very slowly -- converting the biosphere and causing certain wide-ranging mutations in some people, such as extensive PsychicPowers. Some vestiges of civilization have been saved in a few places and several groups have kept at least ''some'' some pre-apocalypse tech, but most of the depicted world [[labelnote: note]]The setting is focusing on Europe [[note]]Europe and Africa, with the Americas and Asia playing no role and hardly being mentioned. In an interesting twist, the African continent (now more or less unified politically) has lived through the apocalypse ''comparatively'' fine and profited from the downfall of Europe, becoming a new economic and technological superpower.[[/labelnote]]is Africa[[/note]]is caught somewhere between TheDungAges and [[{{SchizoTech}} [[SchizoTech the beginnings of a weird kind of new Industrial Revolution]], with some particularly badly hit areas having regressed nearly all the way back to the Stone Age. Outside of the very few cities and the comparably few towns, savages, witches and mutants abound, and [[{{Literature/ASongOfIceAndFire}} [[Literature/ASongOfIceAndFire the nights are dark and full of terrors.]] [[{{CrapsackWorld}} terrors]]. [[CrapsackWorld Despotism, religious fanatism fanaticism (with some new and very weird beliefs) and a kill-or-be-killed mentality run rampant]], with humankind engaged in a life-and-death struggle against the aforementioned virus and its progeny, which are assumed to be the next evolutionary step, and [[{{GreyAndGreyMorality}} [[GreyAndGreyMorality neither side comes across as either "good" or clearly "evil" for the sake of evil]].
* ''TabletopGame/DungeonsAndDragons'': Athas, the world of ''TabletopGame/DarkSun'', was in its ancient past a typical MedievalEuropeanFantasy world, but centuries of wizards abusing magic -- which here slowly drains life from the environment as it's used -- turned it into a blasted desert planet whose inhabitants have mostly turned to barbarism. Game designers' early descriptions of what ''Dark Sun'' would be like actually referred to it as "the TabletopGame/ForgottenRealms after they dropped the Bomb".
* ''TabletopGame/{{Earthdawn}}'' is set on Earth's Fourth World, after a devastating invasion of other-dimensional Horrors wiped out most living things on the surface and mutated what was left. The Horrors (mostly) returned to their home plane after the level of magic dropped too low for them to stay, allowing the survivors to re-emerge from their retreats and begin to repopulate the planet.
**
planet. ''TabletopGame/{{Shadowrun}}'' is the distant future of Earthdawn, ''Earthdawn'', after known history (the Fifth World) and the return of magic (the Sixth World). The backstory features a major pandemic wiping out about a quarter of the world's population, a resurgence of the pandemic knocking off another ten percent, a pernicious computer virus destroying nearly every device connected to the Internet, and the major world powers (the USA, China, and Europe) suffering terrible socioeconomic catastrophes and allowing multinational corporations to attain sovereignty at their own expense. Civilization has largely died back to urban sprawls while nature is struggling to reclaim the abandoned, contaminated corners of the world.



* ''TabletopGame/EpicCardGame'' plays with this: Reality ends up falling apart because of battles between the powers that be. Realizing how disastrous this was, the deities decide to remake the universe and use proxies to settle their conflicts from then on.

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* ''TabletopGame/EpicCardGame'' plays with this: Reality reality ends up falling apart because of battles between the powers that be. Realizing how disastrous this was, the deities decide to remake the universe and use proxies to settle their conflicts from then on.



* ''TabletopGame/GammaWorld'' is set on an Earth which, centuries after some ill-defined global catastrophe, is populated with mutants of every mental and physical stripe, sentient animals and plants, insane malfunctioning robots and humans. The players are strongly encouraged to not take this very seriously. The RPG credits Lanier's ''Hiero'' books, Aldiss' ''Hothouse'', and Creator/AndreNorton's ''Star Man's Son'' as influences (see {{Literature}}).
** As for how the apocalypse happened, it varies with each edition. Earlier ones used nuclear war, the previous one used Nanotechnology combined with a heaping helping of AndManGrewProud, and the current one involves [[RealityIsOutToLunch every timeline getting smushed into one]] due to a MagicalParticleAccelerator.

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* ''TabletopGame/GammaWorld'' is set on an Earth which, centuries after some ill-defined global catastrophe, is populated with mutants of every mental and physical stripe, sentient animals and plants, insane malfunctioning robots and humans. The players are strongly encouraged to not take this very seriously. The RPG credits Lanier's ''Hiero'' books, Aldiss' ''Hothouse'', and Creator/AndreNorton's ''Star Man's Son'' as influences (see {{Literature}}).
**
AfterTheEnd/{{Literature}}). As for how the apocalypse happened, it varies with each edition. Earlier ones used nuclear war, the previous one used Nanotechnology combined with a heaping helping of AndManGrewProud, and the current one involves [[RealityIsOutToLunch every timeline getting smushed into one]] due to a MagicalParticleAccelerator.



* The ''TabletopGame/{{GURPS}}'' supplement [[TabletopGame/GURPSReignOfSteel Reign Of Steel]] depicted a post- RobotWar setting where Earth is divided up and ruled by eighteen artificial intelligences and the human population is just 37 million, most of which are either in slave camps of one sort or another or are hunted like wild animals in the wilderness. The catchphrase: 'The war is over. The robots won.'
** Also an invaluable resource for post-apocalyptic GURPS gaming is ''GURPS [=Y2K=]'', which takes a long look at the fears of the turn of the millennium and the post-apocalyptic (or straight-out apocalyptic) scenarios that would develop.
** GURPS now has a series of post-apocalypse genre books actually called ''After the End''.
* {{TabletopGame/Lancer}} takes place over 10,000 years after Old Humanity nearly died off due to catastrophical ecological collapse. This was enough time for Earth to recover, and for New Humanity to expand to the stars, with the purpose of never again being reduced to near-destruction.
* TabletopGame/LegendSystem's Hallow setting is built from the remains of a ''solar system,'' with floating islands powered by living engines (called angels) keeping everything running.

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* The ''TabletopGame/{{GURPS}}'' supplement [[TabletopGame/GURPSReignOfSteel Reign Of Steel]] depicted ''TabletopGame/{{GURPS}}'':
** ''TabletopGame/GURPSReignOfSteel depicts
a post- RobotWar post-RobotWar setting where Earth is divided up and ruled by eighteen artificial intelligences and the human population is just 37 million, most of which are either in slave camps of one sort or another or are hunted like wild animals in the wilderness. The catchphrase: 'The war is over. The robots won.'
** Also an invaluable resource for post-apocalyptic GURPS gaming is ''GURPS [=Y2K=]'', which [=Y2K=]'' takes a long look at the fears of the turn of the millennium and the post-apocalyptic (or straight-out apocalyptic) scenarios that would develop.
** GURPS now has a series of post-apocalypse genre books actually called ''After %%** ''GURPS: After the End''.
* {{TabletopGame/Lancer}} ''TabletopGame/{{Lancer}}'' takes place over 10,000 years after Old Humanity nearly died off due to catastrophical ecological collapse. This was enough time for Earth to recover, and for New Humanity to expand to the stars, with the purpose of never again being reduced to near-destruction.
* TabletopGame/LegendSystem's Hallow ''TabletopGame/LegendSystem'': The ''Hallow'' setting is built from the remains of a ''solar system,'' with floating islands powered by living engines (called angels) keeping everything running. running.
* ''TabletopGame/MagicTheGathering'': The game's early years focused chiefly on the plane of Dominaria, and its first sets originally characterized as a world that had only recently built itself back to a medieval state after the ancient, technologically advanced Thran Empire destroyed itself in civil war, leaving only scattered enclaves of survivors and vast ruins and machines buried underground. Later sets often skipping centuries between sets and stories, and tended to focus on major global crises and WorldSundering events, such as a destructive ice age, its equally destructive thaw, an invasion by otherworldly demons who came into the plane by destructively overlaying it with another world they'd conquered, a wish-granting artifact corrupting and mutating an entire continent wand finally a plague of time rifts and disruptions caused by the stress the earlier disasters had put on the space-time fabric. This eventually led to Dominaria becoming characterized as the setting's post-apocalyptic fantasy world, its culture deeply affected by its history of wars and fallen empires, and the decaying ruins of age-old structures and machines a common part of its scarred landscapes.



* ''Mutant Future'' is a close-as-you-can-get-it retroclone of post-apoc [=RPGs=] such as ''Gamma World'' using the Labyrinth Lord rules.
* ''[[TabletopGame/MutantYearZero Mutant: Year Zero]]''. In this game, you play as one of the People -- heavily mutated humans living in the Ark, a small and isolated settlement in a sea of chaos. The outside world is unknown to you, and so is your origin (there are also expansions for mutated ''animals'', robots and non-mutated humans). It appears to be at least loosely a prequel to ''TabletopGame/MutantUA'', just set much closer to the End (by ''UA'' civilizations have arisen and stabilized).

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* ''Mutant Future'' %%* ''TabletopGame/MutantFuture'' is a close-as-you-can-get-it retroclone of post-apoc [=RPGs=] such as ''Gamma World'' using the Labyrinth Lord rules.
rules.%%And?
* ''[[TabletopGame/MutantYearZero Mutant: Year Zero]]''. In this game, you ''TabletopGame/MutantYearZero'': You play as one of the People -- People, heavily mutated humans living in the Ark, a small and isolated settlement in a sea of chaos. The outside world is unknown to you, and so is your origin (there are also expansions for mutated ''animals'', animals, robots and non-mutated humans). It appears to be at least loosely a prequel to ''TabletopGame/MutantUA'', just set much closer to the End (by ''UA'' civilizations have arisen and stabilized).



* Palladium's flagship title, ''TabletopGame/{{Rifts}}'', takes place a couple centuries after the apocalypse. On midnight of the Winter Solstice in the year 2098, two nations in South America engaged in a brief exchange of nuclear weapons, killing several million people. The sudden death of so many people, combined with the mystic timing of the event, caused the {{Ley Line}}s crisscrossing the Earth to surge with a power unseen since the disappearance of {{Atlantis}}. This caused a number of weather anomalies across the planet which caused more deaths, fueling the ley lines even further, resulting in a chain reaction of death and increasing magical power. Eventually, the magical level rose to the point that the ley lines started becoming unstable, causing the eponymous Rifts, holes in time and space, to tear open and pour forth aliens and monsters, causing even more death. By the end, 60% -- 80% of the Earth's population had been wiped out, leading to a Dark Age that lasted roughly a century, where humanity clawed its way out of the chaos and horrors caused by the Coming of the Rifts. In the main setting, Earth is now a dimensional hub where magic and technology exist side-by-side, sometimes peacefully, often violently. Humanity has regained a few footholds here and there, alongside aliens and other creatures who are as much victims of the Rifts as the natives, trying to eke out an existence on a world gone mad. There is also a supplement, ''Chaos Earth'', which takes place literally the day after the apocalypse happens.

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* Palladium's flagship title, ''TabletopGame/{{Rifts}}'', ''TabletopGame/{{Rifts}}'' takes place a couple centuries after the apocalypse. On midnight of the Winter Solstice in the year 2098, two nations in South America engaged in a brief exchange of nuclear weapons, killing several million people. The sudden death of so many people, combined with the mystic timing of the event, caused the {{Ley Line}}s crisscrossing the Earth to surge with a power unseen since the disappearance of {{Atlantis}}. This caused a number of weather anomalies across the planet which caused more deaths, fueling the ley lines even further, resulting in a chain reaction of death and increasing magical power. Eventually, the magical level rose to the point that the ley lines started becoming unstable, causing the eponymous Rifts, holes in time and space, to tear open and pour forth aliens and monsters, causing even more death. By the end, 60% -- 80% of the Earth's population had been wiped out, leading to a Dark Age that lasted roughly a century, where humanity clawed its way out of the chaos and horrors caused by the Coming of the Rifts. In the main setting, Earth is now a dimensional hub where magic and technology exist side-by-side, sometimes peacefully, often violently. Humanity has regained a few footholds here and there, alongside aliens and other creatures who are as much victims of the Rifts as the natives, trying to eke out an existence on a world gone mad. There is also a supplement, ''Chaos Earth'', which takes place literally the day after the apocalypse happens.

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* The third edition of ''TabletopGame/{{Traveller}}'', the ''New Era'' was set after the destruction of interstellar civilization by a massive CivilWar followed up by the release of a homicidal ComputerVirus superweapon. The death toll was in the ''trillions''.
* ''TabletopGame/{{Twilight 2000}}''. The canonical example of an RPG which plays the post-apocalypse setting deadly straight and right at the latter end of the SlidingScaleOfIdealismVersusCynicism, without using it as an excuse to have supernatural weirdness or mutants.
* Known apocalypses in the ''TabletopGame/{{Warhammer 40000}}'' 'verse:

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* ''TabletopGame/{{Summerland}}'' is set after a cataclysm referred to as the Event, where a global forest suddenly came into existence, destructively overlaying itself over everything already in existence. On an immediate scale, the Event destroyed buildings, roads and other structures as giant trees suddenly grew through them, killing many in the collapse, while wild animals and the forest's psychic Call killed off most survivors or drove them insane. By the game's time, a few years after the Event, nothing remains of civilization but overgrown ruins and scattered bands of survivors.
* ''TabletopGame/{{Traveller}}'':
The third edition of ''TabletopGame/{{Traveller}}'', edition, the ''New Era'' was Era'', is set after the destruction of interstellar civilization by a massive CivilWar followed up by the release of a homicidal ComputerVirus superweapon. The death toll was in the ''trillions''.
* ''TabletopGame/{{Twilight 2000}}''.''TabletopGame/Twilight2000''. The canonical example of an RPG which plays the post-apocalypse setting deadly straight and right at the latter end of the SlidingScaleOfIdealismVersusCynicism, without using it as an excuse to have supernatural weirdness or mutants.
* Known apocalypses in the ''TabletopGame/{{Warhammer 40000}}'' 'verse: ''TabletopGame/Warhammer40000'':
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* ''TabletopGame/FlyingCircus'' takes place twenty years after Himmilgard, the game's setting, was ravaged by a war which destroyed all of its nations and practically every city, with small towns being what remains of civilisation.
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** North America east of the Rocky Mountains has become a tainted wasteland overrun with bandits and monsters. The closest thing to civilization are surviving city-states collectively called the Mayoralities.
** A number of other nations survive more or less intact: The Soviet Union, with the help of god-hating frost giants and weird science, plots world conquest. The Japanese Empire sued for peace but still dreams of dominating east-asia. The British Empire moved the capital to Sydney,Australia and was the first to develop the new ophi-tech and while its main focus is on opposing the Soviet Union, also finds itself having to deal with a resurgent japan, serpent cults, and the remnants of the Third Reich.

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