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All Flesh Must Be Eaten vs Chronicles of Darkness

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

All Flesh Must Be EatenChronicles of Darkness
GenreHorror, ModernHorror, Modern
TagsSimulation, Modular, Character Building, Roleplay-HeavyAtmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM Support
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.Build a d10 pool from an Attribute plus a Skill and count each 8, 9, or 10 as a success. Tens reroll, five successes are exceptional, and a pool reduced below one die becomes a chance die that succeeds only on a 10.
Diced10d10 dice pool
ComplexityMediumMedium
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseProprietary (Unisystem)All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherEden StudiosOnyx Path Publishing
Year20042015
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.Groups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life.
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 stylesThe investigation system can reveal an Incomplete clue on a failed roll, preventing a mystery from stopping at one check. Conditions, Aspirations, and Beats link consequences and personal goals to character advancement. Horror Anchors create investigative inroads for supernatural threats.
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.The core contains detailed procedures for combat, chases, investigation, social maneuvering, and supernatural threats, so groups need to decide which rules to emphasize in a campaign. Damage, Integrity breaking points, and Persistent Conditions create lasting consequences. Social Maneuvering includes sexual goals and hard leverage, so players should back away from uncomfortable concepts.