Jump to content

SoloKane

Members
  • Content Count

    26
  • Joined

  • Last visited

  1. I suspect it will depend on how popular the game is. If there is great demand and it sells well, I suspect they'll find a way to make more
  2. It also leaves them begging for more MUAHAAHAA
  3. Ditto... I read the first post and really started to doubt my understanding. So when I reread that section I concur with MouthyMerc... 7 boxes filled because no pre-existing resistance was in place for that single attack. Any future attacks are reduced by -2 due the 2 full tiers.
  4. Using a step down approach might be good. Just remember that turns in this game are 10 seconds rather than 6 seconds, so more movement or more elaborate actions might be permissible per turn to reflect the increase in time (heck 66% more time per turn!!!) Also, you might want to keep those in reserve and try the completely wide open approach. The players might like it and it will make it easier on you as the GM. However, if they start balking at the openness or lack of definition, then you can add your step down items into the mix. Hope that helps!
  5. I guess it really comes down to how OFTEN you do the cross characteristic assigning of stress. While I do advocate for being able to cross assign stress, I am by no means saying that it has to be prevalent or even common. I'd reserve the right to do it at a climactic or thematic moment in the narrative. For example, the team is standing in the mouth of an alley, having prepped a few rolling trash bins to form a shield wall, call over the zombies and as the zombies bump up against the makeshift barrier, the characters stab them in the head with knives paracorded to broom handles.... if a negative come here, then on of the knives comes undo and a character gets cut. If, however, the players are rolling very poorly and it's time to up the RUN factor... the zombie hoard gets too big and starts to press through barrier. The characters now have to run to the far end of the dead end alley and climb their way out over slipper rain slicked brick wall. If they experience stress on the climb, I could easily say "you skinned a knee or cut an arm on the climb"... but if there are three characters and one is pretty banged up, I might want to throw them a bone and say "Charles, due to your already weakened physical state the climb is extremely taxing and as the first zombie arrives to grab your pants leg, the give one final grunt of effort. Take 1 physical from the climb, but also take one mental from the emotional strain of the almost being eaten alive". Like I said, I can get behind doing it, but I by no means support it as a practice to be implemented regularly.
  6. Psychologically, I just can't see going to a cemetery during a zompoc. Might be me, but very early in the apocalypse no one really knows what the cause is (presumably) and out of sheer caution, I'd stay away.
  7. Welcome to the rewarding job of GM'ing! It's going to be a bump ride, but you may just get addicted 1) If pressure is what you need, be descriptive rather than timing the event. For example, if the players are backed into a dead end alley and have to decide whether to attempt to climb the rain slicked wall or stand to fight with only one bat between the three of them... as they take longer to decide, describe the zombie getting closer. Get more detailed as they get closer, start describing the clothes, then the jewelry their still wearing, then the dead vacant look in their eyes... the players will instinctively understand that if they can see the red in the zombie's eyes that the point of no return is close. 2) I can go either way here... having the players use a master list of ammo and watch that list shrink as the game goes on adds a sense of dread. However, having a nebulous idea of the ammo and having the ability to have the "mags run dry" mid-battle is easier if their is no tracking. It allows you as the GM to add drama if a pivotal battle is way to easy on the players. 3) For cheap minis, I go to ebay and search for "D&D mini*" and there are all kinds of lots/sets of commons and uncommons that you can repurpose. Cheap and easy and most are prepainted.
  8. I think someone has been reading from the other post I responded to No, seriously, I actually like the added idea here of splitting stress up. That way, it's not TOTALLY mental, physical or social depending on the situation. It gives flexibility and allows a GM to spread the stress around so if the current string of encounters tend to be a lot of little skirmishes, the player does not die of physical exhaustion, but survives with a combination of physical and emotional turmoil. Heck, if one of the fights goes especially bad, there might be social repercussions as they slipped and fell on their butt and had to be rescued by the 8 year old they just saved. I mean, how embarrassing is that? Now try flirting with that kid's mom after she just saw her baby rescue you from a zombie... muy suave. Kudo's for having an open mind. And thanks for that little GM'ing idea.
  9. And let's be honest, you really only need one book. Not everyone needs their own dog-eared copy. I'm hoping someone will make a GM screen or quick start guide and post it soon. I would, but I'm just way to lazy...
  10. Semantics... at the end of the day, the mechanics support the extra damage, be it longer nails, more exposed nails or worn away fingers that just have the first bone filed down and is thus stronger and tougher... The rest is just flavor on how you present it to the group. I would be more afraid if I saw what looked like filed down finger bones... I mean, who does that? Did someone do that to the zombie on purpose? Or did the zombie claw it's way out of a concrete bunker? Scary stuff to have to think about
  11. You can use the stats from another NPC but change the description and flavor text. Who's to know that the construction dude zombie is really using the stats from the dog zombie in another scenario? And as the players get more savvy and better equipped, don't be afraid to adjust some stats on the fly to make it a bit more challenging.
  12. This here... this is why I like the community here. They help you to fill out the game mechanics to be more familiar, if that is something you want. I like the career skills that Sydonis put together.
  13. Here's the thing... 4e was meant to draw in the video game crowd by building characters in much the same way that you do in a VG RPG. Everything stacks and you can do some wonderful things with it. As a number cruncher and occasional power gamer, I can get behind 3.0, 4e, pathfinder et al. On the flip side, when I want a quick game that can be thrown together on short notice to fill a gap between campaigns or while another player is out of town for a few weekends and the rest of us want to get together for a "quickie", this is the type of game we turn to. It doesn't take a lot to set it up and you don't feel completely cheated as if you had spent 2 weeks spec'ing out a character and he died in the first 2 sessions. It's easy and a "load off" to let your imagination flow and not rely on all your spell sheets, power cards and 3 pages of loot you've amassed over the course of your campaign... who needs a dozen +2 swords at level 18 anyway? So try it, let your hair down and take a walk on the unscripted side for a bit. Get your feet wet, you just might like it And if all else fails, you're out a few bucks and you sell the book on ebay.
  14. It's almost as if you guys have an inside source on what is in each of the books... care to share?
  15. My BIGGEST piece of advice... just have fun. If you aren't having fun, the players won't. If you play it as YOU against THEM rather than as a group trying to experience the fun of roleplaying together, none of you will walk away happy. Second biggest piece of advice... be flexible. You can plan and plan and write 200 descriptions of a town or a castle or a bunker, then they decide they want to go to the wilderness and live off the land. They will ALWAYS go where you least expect... well, mostly always anyway. And in case I forgot to mention it, be sure to have fun. Your fun will spill over on them and raise the experience up a notch or two, it is contagious (kind of like the zombie outbreak). Players can forgive a lot of things in the name of fun... can't come up with good NPC names? No big deal if they get to lop the head off a 7 foot walker with a pair of pruning shears... can't give a good description of the secret lair? Not worth mentioning if the players can build a catapult and lob thirteen barrels of flaming crude oil into the royal palace...(at zombies of course, god save the Queen). Not to diminish the creep or horror factor, but no fun or humor and you'll have them finding any excuse not to come back and play.
×
×
  • Create New...