Like in real life, if you're poor and ill-equipped, you ally yourself with a faction who will keep you at least basically equipped in exchange for the work you're doing for them. Half a dozen factions make that a viable route.
You're also not the only 4-6 dumbasses who are doing what you're doing, so yeah, looting the setting equivalent of bandit camps is probably on the table, since you don't have a prison plane without some rebellious dummies.
The whole bit is that it's not *just* shitty wasteland (I mean, it is all shitty, but it's not *just* wasteland). It's more like Australia. Vast swaths of unlivable bullshit where everything wants you dead, and here and there some towns where you can do some trade and get supplies.
Players are probably better off running away in a lot of situations. That's the nature of horror. Most things will just kill you, because that's what they do.
>Well, your trust gun just imploded. I guess you're without a weapon until we get back to town... Wherever that is.
If you aren't prepared with another option for the known failure of technology, you deserve to die unarmed. If you don't know about it, yet, this is how you learn the hard lesson (or die, maybe).
>I don't want to bog the game down as a crafting simulator
>I would suggest simple items allowed to be crafted during rests. Weapons could require recipies such as "sword: short handle, 1 big sharp or 20 little sharps + base, and binding (glue, rope, screws etc.) to create weapons that function, but with a modifier depending on ingredients used: Wood/Bone = -2, Stone/raw metal = -1 and so on.
The same person wrote both of these thoughts down.