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All Flesh Must Be Eaten vs Call of Cthulhu

Compare All Flesh Must Be Eaten and Call of Cthulhu side by side. See differences in complexity, dice, genre, cost, and more.

All Flesh Must Be EatenCall of Cthulhu
GenreHorror, ModernHorror, Modern
Play StyleSimulation, Modular, Character Building, Roleplay-HeavyInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-Based
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 equal to or under your skill percentage. Success tiers at half (Hard) and one-fifth (Extreme) of the skill value. Bonus and penalty dice adjust the tens digit. Failed rolls can be pushed for a second attempt at greater risk.
Diced10d100
ComplexityMediumMedium
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseProprietary (Unisystem)Chaosium Fan Material Policy
Cost$$$$
PublisherEden StudiosChaosium
Year20042014
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.Investigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.
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 stylesTracking Sanity as a depletable score ties mental erosion to the fiction, so confronting cosmic horror mechanically wears characters down. The percentile skills resolve on a d100 roll-under, with Hard and Extreme bands at half and one-fifth of the rating. Bouts of Madness convert failed Sanity checks into temporary phobias, manias, or loss of character control.
ConsiderationsSystem shows its age compared to modern horror RPGs, supplements are out of print, rules can feel dated in placesThe chase rules add a detailed positioning subsystem whose complexity outweighs how often it sees use. Character creation allocates points across a long list of skills, a slow first step for new players. In long campaigns the sanity spiral can strip a character of player control as madness accumulates.