So I've been debating running a H:ZD campaign for a few of my friends, since one of them is a huge fan of the game, and after playing it myself recently, I definitely think it's a fun setting to play with.
I don't really have much in the way of unique rules for the setting, as I think the basic stuff works just fine, but there are few issues that I've been considering, and how to address them.
To anyone not familiar with the game, it's a post apocalypse game, where society has devolved back to the stone ages basically, or maybe just "medi-eval" level, basic D&D kind of stuff. Bows, melee weapons, leather clothing, tribal mentality, etc. But it's very clearly a post-advanced scifi setting, because there are giant robot animal/dinosaurs wandering around, acting as the most serious threat in the game for the protagonist. 99.9% of people have no real understanding of how the world ended up the way it is, and have concocted various myths about the old days of the First Ones, and how things went to crap. The main character however, finds what is basically a PDA, but scifi version, called a Focus. It's a highly useful information/interface device, that gives her a massive wealth of information about the world around her. She still has no context for a lot of it, but she's able to scan her environment, set destinations, highlight weakpoints on machines, interface with functional old world tech, etc. And this is the item/issue that I find will probably need the most work for the setting.
Everything else, I figure I'll just use basic skill/talent rules from the core book, but for the old world tech stuff, I'm considering requiring a talent to be purchased, to reflect someone having sufficient understanding of technology, to be able to use/understand any of the tech. Literally gate off access to the skill of Computers, unless you have that talent. Though an easier way might be to just limit it, instead, to having a Focus, since it's through that device that the protagonist Aloy is able to actually activate things. So maybe no talent, just an item requirement. And once you have a Focus, you can start fiddling with it, to learn the basics of operating machinery in the ruins.
Also, the other thing I was thinking, is to try and incorporate the different damage types the game has for gear, and have those be options for modding armor/weapons. Say for example, harvesting machine parts to put onto your leather armor, that would give you points of soak versus specific damage types (fire/heat, acid, cold, etc). The same could be done to modifications for weapons, to add damage types to try and punch through different defenses on the machines.
Beyond those 2 things, I don't think I really need to tweak much else.
Thoughts?