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(+4)

Good question! They're basically the same setting with two different rule sets, and QZ has a lot more material because it's a longer game. My goal is that you could use the content from either with the rules from either. To summarize what you'd find in each....

QZ

  • 70+ pages (revised edition on the way with 90+ pages)
  • Into the Odd rules – hit points, 3 ability scores, saves, attacks with no to-hit rolls
  • 100 alterations 
  • 20 compulsions to make you go adventuring
  • 60 contacts split between military,  science, and underground
  • 100 encounters split between 5 regions of the zone, each with generators for features
  • 20 sample artifacts plus random artifact generators

2400 Zone

  • 3 pages + cover (deliberately super short and quick to read)
  • 24XX rules – polyhedral dice with partial success, with no hit points, ability scores, or separate combat rules
  • 36 alterations (redundant with the list of 100 in QZ)
  • 20 contacts split between military, science, and underground (different from the ones in QZ)
  • 20 encounters (some with vague overlap with some in QZ)
  • Artifact generators (no sample artifacts)

Each game also has some generators for anomalies, but QZ's approach is likely to see some significant updates when I finish the revised edition. (I'm hoping to be done with that this year, but the pandemic, parenting, and my day job make that tough to predict.)

Hope this helps!

(-1)

Thank you very much! That's perfect!