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Looking for a good system for modern day post-apocalyptic caused by return of magic

I really enjoy the concept of Ilona Andrews series about Kate Daniels, though the romance aspects get to me a bit. In any event, I think the idea of magic returning to the 21st century, screwing up high technology, and returning the myths and legends to modern day is an awesome post-apocalyptic scenario and I'd like to develop a campaign in a similar world but I'm at a loss for what systems might be a great place to start.  I have experience with D&D 3.0/3.5, GURPS, and the recently released OpenLegend RPG but I am a rather inexperienced GM.
Synopsis of the world that is my inspiration for this: The world has suffered a magic apocalypse. We pushed the technological progress too far, and now magic returned with a vengeance. It comes in waves, without warning, and vanishes as suddenly as it appears. When magic is up, planes drop out of the sky, cars stall, electricity dies. When magic is down, guns work and spells fail. It’s a volatile, screwed-up world. Magic feeds on technology, gnawing down on skyscrapers until most of them topple and fall, leaving only skeletal husks behind. Monsters prowl the ruined streets, werebears and werehyenas stalk their prey; and necromancers pilot blood-crazed vampires with their minds.
The Shadowrun setting combines roughly our tech and magic, but as ruleset it's a mess. Apocalypse World is likely your best bet. In addition to being a fantastic ruleset and being post-apocalyptic, it has a loosely-defined psychic maelstrom that is supposed to be fleshed out during world/character creation. The maelstrom could easily be tinkered with to be more traditional magic-y (mana maelstrom?), or you could keep it psionic and maintain a very similar, but not identical, feel. Apo World also gives incredibly useless advice on how to GM by including a lot of GM-best-practices directly into the rules of the game and is a very useful read for anyone trying to up their GM skills. It is very narrative, however, so if you are looking for a more traditional tactical combat game, it might be jarring and inappropriate.
It seems fate is kind of built around allowing any setting although I cannot seem to get a fate game to hold so i haven no relevant experience but might be worth checking out. I'd be willing to do a test run with you. 
Mutants and Masterminds 3e is a very flexible system meant for superhero style stories, but seamlessly combines elements of magic and technology through its power level system. Its very different in concept to games like D&D though, as you don't exactly have HP or gold, so it takes some getting use to. All aspects of power, skill, equipment, and connections are provided by power points (the number of which determines power level). So if a player were to gain a new magic spell that they find in their travels, they would spend power points you give them to obtain it. The biggest issue with this system would be power gamers, but the GM is usually able to predict and mitigate that. The system lets you do everything but you should only let players have what makes sense narratively and thematically.