suggestions for ttrpgs where the setup is you okay as a band of refugees/escapees/generally people who are starting out with just what they can carry and have lost all their connections? i want something with that specific “left here out of necessity/desperation” vibe
THEME: Refugees / Starting Over
Hi! So I went through a lot of my post-apocalyptic and sci-fi games: I figured for most refugees, their situation is typically one in which the world has already ended for them, and they are simply trying to figure out what happens next. As a result, almost everything on this list is in those two genres: although not all!
24XX: Ancient Apocalypse, by ozmodeuz.
"…at dawn a black cloud came from the horizon; thunderous with wrath. The seven judges of hell raised their torches, lighting the land with their livid flame. The earth cried despair to the heavens as daylight turned to darkness and the land was shattered like glass. For six days and six nights the tempest raged and gathered fury, and poured over the people like the tides of war. All sense and hope was lost, and the gods cowered in heaven…"
2400 BC is a hack of Jason Tocci's 24XX about rebuilding community in the aftermath of an environmental catastrophe, thousands of years in the past.
24XX: Ancient Apocalypse takes place in an apocalypse of a sorts, but in the distant past. The thing that tore your world apart was something environmental, and while you were too young to remember it, your society is still trying to put it back together. I'm interested in the fact that this game is using a system that inherits its rules from a games tradition that does dungeon crawls very well, but in this game, it looks like you could be spending a considerable amount of time dealing with community problems, like budding religions, disagreements, and crimes against each-other. How do you keep your community together in a dangerous new world?
Last Fleet, by Black Armada Games.
The last of humanity are fleeing across space, pursued by the implacable inhuman adversary that destroyed their civilisation. They're outnumbered and outgunned. Supplies are running low. The actions of a brave few could be all that stands between humanity and extinction.
Welcome to the Last Fleet.
Last Fleet is a PBTA tabletop roleplaying game where you play brave pilots, officers, engineers, politicians and journalists struggling to hold the human race - and themselves - together under unbelievable pressure. The game focuses on action, intrigue and drama in this high-stakes situation. You'll fight space battles, search for enemy infiltrators, tackle supply shortages and navigate faction politics. You'll strive against your own self-doubt and sometimes crack under the stress.
Last Fleet is an excellent game about the stress of responsibility, and the fear that comes with being forced to run from your home. It's got tension and drama, although it also comes with it a lot of emphasis on military rule and how it forces people in power to act. If you want a game with heavy themes and the desperation of always being on the run, you might like this game.
Embers of Humanity, by John Hedge.
Embers of Humanity is a game about regular people living through the end of the world. They scratch out a meagre existence living off the land, with the impotent ruins of modern society slowly rusting around them.
Play revolves around a small group of survivors who take charge of a settlement. These survivors head out into what’s left of the world in order to keep their community afloat. They may be gathering supplies, negotiating with others, battling it out against raiders or maybe just the deadly forces of nature.
Another game about the end of the world, Embers of Humanity uses the d100-based BRP system, which I understand is the bones of most games published by Chaosium, the creators of Call of Cthulhu. This iteration asks you what kind of person you were before everything fell apart, and gives you skills that may be able to help you survive in this new reality. You also have an Empathy rating, which determines how easy/hard it is to help or hurt others, and relate to or ignore their pain. You also need to track Exertion, since surviving in a world with no running water or electricity requires a lot of energy, especially if there so happens to be hostile groups who for some reason or another desire your demise.
If you want to play a group of people struggling to take care of each-other in a world full of hostile factions (whatever that means for your table), and if you especially enjoy the percentile system of games like Call of Cthulhu, you might like some things about Embers of Humanity.
Hope against all Odds, by Remko.
During a year in the not so distant future, society has collapsed. You were just in time to realise the warning signs. Now, you and your friends became determined to flee towards wherever there might be a chance of survival.
Hope against all Odds is a Tabletop Role-playing Game for one to three players. Players portray people who have to leave their homes because of societal collapse. They try to travel together to try to find a paradise.
A single-page ttrpg, Hope against all Odds needs a deck of cards, a way to journal, and 6d10 to play. Since the game is solo-friendly, you don't really need a GM for this game: the cards drawn represent various events and details that the group can use to determine what kinds of obstacles stand in the way of your survivors. Your characters will have Needs that they'll be trying to meet during their journey, as well as Health & Hope tracks that determine whether or not they'll be able to continue. If your Hope takes a toll, it deteriorates very quickly, taking inspiration from the Despair mechanic from Polaris, according to the author.
If you want a game where tragedy is a very real possibility for the end of the game, you might like Hope against all Odds.
Moth-Light, by Dissonance.
Centuries ago, humanity fled to Beacon, an alien planet caught in a permanent eclipse. What happened then is lost to the ages. What remains survives in the shadow of giants, worn away by time, bolstered solely by the promise of a better tomorrow.
Enter Moth-Light, a speculative fiction game that imagines a post-fall world plagued by alien predators known as Moths.
In this place players will confront issues of trust, form pacts, and pursue personal goals to further their story and cement the bonds that bind them.
Take flight in a novel fantasy Forged in the Dark and usher in a new age of human achievement.
Playing as refugees isn't necessary in Moth-Light, but it's certainly possible, and I know because I've played it! In the Promise Pact, you are a group of talented individuals who have sworn a binding vow. My group decided that our vow was to escort our disparate clans to a new home, while fighting off the threat of gigantic aliens. The world was unique and exciting, and the conflicts had to do with losing doubt in the cause that all of us had sworn to uphold. If you want a game about hope, and what it's like to fight for it, you might like Moth-Light.
Station to Station, by Goblin Futures.
Station to Station, a fishpunk game of building a better world, is a hybrid card game/tabletop roleplaying game in the vein of The Deep Forest (Avery Alder & Mark Diaz Truman) and A Wood Heart (James Chip).
Using tarot cards to manage travel and rest mechanics, as well as to generate story prompts from Oracles, players collectively create the story of a group's journey across a post-apocalyptic archipelago aboard an ancient sentient bio-train. Along the way, all manner of aquatic events, encounters, and meetings may take place: some wonderful, all strange. At the end of the game, players will be able to choose the utopian community they arrive at, and weave the tale of how their experiences and losses along the way influence their new home.
Station to Station is a game about navigating a journey to a new community; your characters are fleeing the ravages of a post-apocalypse in the hopes of finding a better future, which I think might align quite well with the story threads you're looking to explore. Getting to your final destination is not guaranteed: if you lose enough cards and run out of enough options, your group never makes it. The four tarot suits embody four different attitudes, which will help you determine how characters might act or react to events as they happen throughout the game. The game has a Guide, but much of the storytelling is collaborative, giving plenty of ownership to everyone at the table.
Songs for the Dusk, by Kavita Poduri.
A Few Degrees of Warming, by NotWriting.
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