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All Flesh Must Be Eaten vs GURPS

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

All Flesh Must Be EatenGURPS
GenreHorror, ModernUniversal
TagsSimulation, Modular, Character Building, Roleplay-HeavyCrunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, 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.Roll 3d6 at or below a modified attribute or skill to succeed. Quick contests compare margins of success or failure.
Diced103d6
ComplexityMediumVery High
AvailabilityFree quickstartFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseProprietary (Unisystem)SJ Games Online Policy
Third-Party PublishingNot yet researchedNoncommercial only — SJ Games Online Policy
Summary only, not legal advice. Check current terms before publishing.
PublisherEden StudiosSteve Jackson Games
Year20042004
LanguagesEnglishEnglish, Japanese, Korean, Portuguese
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 detailed character customization and consistent simulation across different genres.
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 stylesPoint budgets let players build characters around chosen strengths and limitations. Optional rules let the GM tune the level of detail for a campaign. Maneuver choices give combatants trade-offs between attacking, moving and defending.
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.Selecting and modifying character traits takes time during character creation. Detailed combat can require several rolls to resolve one attack. The GM must establish which abilities and optional rules fit the campaign.