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Fallout: The Roleplaying Game vs The Quiet Year

Compare Fallout: The Roleplaying Game and The Quiet Year side by side. See differences in complexity, dice, genre, cost, and more.

Fallout: The Roleplaying GameThe Quiet Year
GenrePost-ApocalypticPost-Apocalyptic
Play StyleTactical, Exploration, Combat-Heavy, Survival, Character Building, CinematicGM-Less, Worldbuilding, Collaborative, Narrative, Rules-Light, One-Shot Friendly, Fiction-First, Map-Drawing
Core MechanicRoll 2–5d20 against a target number (Attribute + Skill). Each die at or under the target scores a success. Compare successes to difficulty (1–5). Extra successes become Action Points to buy bonus dice, extra damage, or information.No dice, no GM. A deck of playing cards drives play — each suit is a season, each card a weekly prompt. On your turn, draw a card, answer the prompt, and choose to Discover Something New, Start a Project, or Hold a Discussion. Draw on the shared map to represent changes. Projects take multiple weeks to complete. The Contempt Token signals when a player feels unheard. The game ends when the Frost Shepherds arrive (King of Spades).
Dice2d20 + d6Diceless
ComplexityMediumVery Low
AccessibilityMediumHigh
CommunityMediumLow
LicenseAll Rights ReservedProprietary
Cost$$$$
PublisherModiphius EntertainmentBuried Without Ceremony (Avery Alder)
Year20212013
Best ForFallout fans who want to explore the Wasteland at the tabletop with SPECIAL attributes, perks, Action Points, and the iconic post-apocalyptic setting.Groups who want to collaboratively build a community's story through map-drawing — 52 weeks of discoveries, projects, and tensions before everything changes.
HighlightsFaithful Fallout experience with S.P.E.C.I.A.L. stats and perks, Action Point economy creates tactical depth, Combat Dice handle damage cleanly, well-supported licensed settingCard-driven structure — one card per week across four seasons — paces the narrative through 52 turns, map-drawing produces a physical artifact of the session, Contempt Token mechanic signals when a player feels unheard, works as a standalone game or worldbuilding tool for other campaigns
ConsiderationsExpensive to buy in — core book plus supplements add up, 2d20 system has a learning curve, tightly tied to the Fallout IP limits homebrew settings, can be crunchy for casual groupsContempt mechanic can create genuine inter-player tension, no way to revisit or undo earlier map decisions, map quality depends on group comfort with drawing, limited replayability with the same group