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All Flesh Must Be Eaten vs Basic Roleplaying

Compare All Flesh Must Be Eaten and Basic Roleplaying side by side. See differences in complexity, dice, genre, and more.

All Flesh Must Be EatenBasic Roleplaying
GenreHorror, ModernUniversal
TagsSimulation, Modular, Character Building, Roleplay-HeavySkill-Based, Modular, Simulation, Gritty, Roleplay-Heavy, Investigation, Low-Fantasy, Classless
Core MechanicRoll d10 + attribute + skill vs a target number (typically 9). Characters are built with three power tiers: Norms (ordinary survivors), Survivors (action heroes), and Inspired (supernatural powers). The Zombie Master uses a detailed zombie creation system to customize the undead threat for each Deadworld setting.Roll d100 under your skill percentage to succeed. Critical success on 1/20th of skill value, fumble on 99–100. Opposed rolls compare results. Optional rules layer on complexity as desired.
Diced10d100
ComplexityMediumMedium
AvailabilityFree quickstartFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseProprietary (Unisystem)ORC
Third-Party PublishingNot yet researchedNot yet researched
PublisherEden StudiosChaosium Inc.
Year20042023
LanguagesEnglishEnglish
Best ForGroups who want a zombie survival RPG with flexible character creation, customizable zombie types, and multiple campaign settings from Romero-style horror to wuxia undead.GMs who want a modular, genre-agnostic percentile system they can tailor to any setting with optional rules for powers, combat, and more.
HighlightsEleven distinct Deadworld settings in the core book, flexible Unisystem engine handles diverse genres, detailed zombie creation toolkit lets GMs craft unique threats, three character tiers support different play stylesHighly modular: add or remove subsystems at will, intuitive percentile mechanic, unified system across any genre, skill-based progression through use, long design heritage
ConsiderationsCharacter creation is point-buy across Attributes, Qualities, Drawbacks, Skills, and Metaphysics, which front-loads a long series of choices before play begins. Combat applies damage multipliers after the hit roll and then subtracts armor, so a single exchange runs through several steps. The book supplies eleven Deadworld settings as construction kits rather than one canonical premise, so a group must settle its own zombie rules and tone first.Can feel generic without a specific setting, requires GM effort to select which optional rules to use, combat can be deadly and swingy