More a note to myself on Stolen World topics
A study of my VERY long running game. A work in progress that will prob never be finished
10/81 - 1/14 RIP
I can explain! Really! (Note: This is for my Demon Hunting Campaign set in 1640's Ireland, so here be campaign specific dragons.)
A final update on what happened to Kingmakers.
“What made you think all these naked dummies were zombies?” –Renee, still amazed at Jessy’s lack of control.
“Because normal people don’t stand around naked in the rain?" –Jessy, displaying his “common sense.”
“I’d Kiss you Jessy, but after everything that’s wound up in your beard of the past few weeks I’d probably catch the plague and become a zombie.” -Heather Wilks, grateful for Jessy’s brilliant landing location.
“That might jus be an improvement to both yer looks and yer attitude.”-Jessy Hannaford, being his sarcastic self.
Nuclear war, zombie outbreaks, meteor strikes, economic collapse, alien invasion, no matter how it happens an apocalypse makes for a unique and engaging setting to run a campaign in, even for a jaded GM.
Here’s a few quick tips that can make a good zombie or other post apocalypse game a great one, and keep the group coming back (from the dead?) for more.
Sometimes playing a major NPC that’s part of the party can be tough. After all, it’s hard not to have the NPC come up with a winning strategy, spot a piece of evidence or find a trap the PCs overlooked. However, if one does this too much, the NPC becomes the crutch the group leans on as soon a problem presents itself.
When done too little, the NPC is usually treated as a useless addition outside of menial labor and an extra weapon in combat. Here are a few techniques to keep them fun and useful , and become a party member the GM and players will like having around.
A few quick and techniques any GM can use to make a zombie apocalypse campaign a success without becoming to stressful or repetitive for to run over the long term:
Learn how to apply one of screenwriting's most effective tools to your own campaign, for a game with better pacing and solid endings.
And the walls came tumbling down...
Letting one of my players encounter a Raccoon might have been a bad idea... (now with PC summaries written by their respective players.... if everyone does it)
Get ready, a great deal happened.
Interrogating the suspects doesn't go as planned.
My commentary and thoughts on the session we played tonight.
My commentary and thoughts on the campaign I started tonight.
The Dodge DynaMax is a rare care, coming at exactly the wrong time in history. The End of the muscle car era was nigh, and the market was already filled out with GTOs, Mustangs, Camaros, Chevelles, Novas and a dozen other high performance poor handling vehicles. The DynaMax had a plan to dominate the market with a combination of factory turbochargers and a complex eight speed gearbox. The machine was planned to triumph over the human driver element. What ended up happening was excess costs and mechanical issues saw the turbochargers removed and replaced with a conventional supercharger, and the eight speed transmission ended up being the bane of the car's existence. More DynaMaxes were destroyed or totalled by transmission failures than anything else. The car remains an ugly and ambitious reminder of a day gone by