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 Eaten | Basic Roleplaying | |
|---|---|---|
| Genre | Horror, Modern | Universal |
| Tags | Simulation, Modular, Character Building, Roleplay-Heavy | Skill-Based, Modular, Simulation, Gritty, Roleplay-Heavy, Investigation, Low-Fantasy, Classless |
| Core Mechanic | Roll 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. |
| Dice | d10 | d100 |
| Complexity | Medium | Medium |
| Availability | Free quickstart | Free core rules |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | Proprietary (Unisystem) | ORC |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Eden Studios | Chaosium Inc. |
| Year | 2004 | 2023 |
| Languages | English | English |
| Best For | Groups 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. |
| Highlights | Eleven 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 styles | Highly modular: add or remove subsystems at will, intuitive percentile mechanic, unified system across any genre, skill-based progression through use, long design heritage |
| Considerations | Character 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 |