With Morano kidnapped, how will the players go about protecting Reginald?
The second session is where the fun begins.
that I'm tired of getting the book out to look up the salient points
A Mastersmiths' guide to metals of worth and the knowledge you will need to become a true Master of Metals.
by Master Blademsith Cethrik Hammerstone
Master of the Thirteeth Blade, Bladesmith to King Regrare Alderkin, Maker of Caldebane - The Ever Cutting Blade
A set of basic things to remember that will aid your description of the places your players are in.
“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.
Seven things I've learned about NPCs
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.
So you’ve finally done it. With the best of intentions all around the table, your PCs have finally blundered into the blender like curious gerbils, and now they are hopelessly outnumbered and outgunned. They are doomed, unless you unleash Secret GM Gambit #4 on them.
Everyone dies. But delaying that impending sentence is the holy grail. Science, scorcery, and wishful thinking do all in their power to bestow such delays. Be your deeds pure or evil, cheating death is neither easy nor reliable.
Wanderers beware, these gates open not,
Except to those only who the way have bought.
You may purchase the right to pass me by,
By each guessing my riddles. Care to try?
And the walls came tumbling down...
The road has never been more than an overgrown mud track, little travelled and little cared for, petered out to nothing more than a flattened earthen line, barely distinguishable from the rest of the landscape. The soil is dark and fecund and dark oaks stand like sentinels at the forest edge, their branches high and leafy. From them hang grizzly human bones, skulls and shiny precious stones. Who put these strange totems there? Are they warnings? Do the PCs dare to take the stones?