The Morrow Project is a science fiction role-playing game created by Kevin Dockery, Robert Sadler and Richard Tucholka and published by Timeline Ltd.
In late 2012, after several years of development, a Kickstarter campaign was run to provide the funds to finish the 4th edition of The Morrow Project.
They were provided with substantial caches of supplies and equipment, intended to help the teams rebuild civilization -- once the war had ended, it was thought some places would be identified where the hazards such as nuclear fallout had diminished sufficiently.
The plan was for the Morrow Project to be coordinated by a central command post and record-keeping facility called "Prime Base."
The facility's advanced life support systems and huge variety of other equipment were intended to allow the Project's leaders not to sleep through the war, so as to chronicle it and be in the best position to determine out what should be done next.
The Project's "Phoenix Team," a highly secret Tier-I special operations unit of approximately platoon strength, was also here, but kept in suspended animation to be used only on the highest authority if there was no alternative.
Prime Base was built in isolation according to schedule, but just before it could assume its role it was sabotaged and bombed by a shadowy madman called Krell, sustaining serious damage.
The sudden attack wiped out the Morrow Project leaders, but 150 years after the war, the damaged central computer at Prime Base finally began to issue one or more wakeup signals.
Instead of being part of an organized plan to rebuild their civilization, they find themselves isolated in a world where the War is only a distant legend, the people are ignorant of anything but the struggle to survive and strange mutated animals haunt their footsteps.
Included in the game book there are extensive details on the Morrow Project's teams, vehicles, weapons, other equipment, medical details, the various dangers arising from nuclear weapons effects, and also information to help the Project Director decide which people and creatures exist in the post-holocaust world -- in particular various animals affected in either more or less scientifically accurate ways.
He did note the resultant complexity of the rules, saying, "The price of this realism is the great amount of dice-rolling necessary to determine the location and effect of wounds."
Swan found that "The game comes alive with the combat rules, the most detailed treatment of violent encounters this side of Aftermath!"