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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Sun Nov 20, 2011 3:53 pm Post subject: Return of Bad Company - Chapter 1 of the War of the Dead... |
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So, this past weekend I was able to get a group of friends together to do another adventure using Savage Worlds. The first part of the adventure was of my own devising (combat troops in Afghanistan) and then a bit of railroading from there to get them somewhere where they could be put on the ship and begin the War of the Dead: Chapter 1 - Week 1.
Combat for them was fast, they came up with fun things to do rather than just the standard I attack, they attack, I attack, they attack of most D&D combat sessions.
Everyone seemed to be having a ton of fun. They got into their characters and even kept the metagaming to a minimum. So, when they encountered the first zombie and got into it they didn't just straight out shoot it in the head until it became clear it wasn't going down from hits elsewhere.
We got through the entire first week... And they wanted to keep going. They were more mad at me for calling the game (we'd been at it for almost 11 hours).
Even more convincing to me that they'd had fun that day was the fact that afterwards we were all talking and one of the big things they pointed out is that they weren't prevented by me from doing what they wanted simply because they lacked a "feat". Want to shoot one guy and kick at another? Sure, just both actions are at -2. Want to trip someone and then pin him? Ok, make an agility trick and then a fighting roll at -2 each. Look, down went the guy and now you have him pinned...
I rarely had to setup complex scenes. Instead I could just describe to them what they saw and let them react without minis and a combat map. A great success
Thanks Pinnacle for the System and thanks Daring Entertainment for such a fun module. |
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Wed Nov 30, 2011 12:14 pm Post subject: |
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I'll most likely be running the next chapter this week. The story definitely seems to have a path it wants to take, but thankfully the players don't feel like they're being railroaded by the NPCs/GM.
I'll try to work up a better synopsis of the sessions soon. |
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Jordan Peacock Legendary

Joined: 08 Sep 2007 Posts: 2303 Location: Orlando, Florida
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Posted: Wed Nov 30, 2011 1:40 pm Post subject: |
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Somehow I missed the first post on this. I envy the enthusiasm of your player group! I look forward to hearing more about how it turns out. _________________
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Wed Nov 30, 2011 2:15 pm Post subject: |
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| Jordan Peacock wrote: | Somehow I missed the first post on this. I envy the enthusiasm of your player group! I look forward to hearing more about how it turns out. |
Yeah, I'm glad they are so enthusiastic about the game. One of them is clamoring for me to run Sundered Skies, which I'll probably do after this. |
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Timon Heroic

Joined: 21 Feb 2011 Posts: 1076 Location: Haarlem in the Netherlands
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Posted: Fri Dec 02, 2011 2:44 am Post subject: |
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If I follow correctly these guys were new to SW but had played some flavour of D&D previously?
I'm impressed at the way they tried stuff out and explored possibilities. You obviously made them feel very at ease with the system: it sounds like a great game.
Is there anything you did that you think helped create that mood for your players? _________________ Biting! It's like kissing but there's a winner!
The Doctor's Wife |
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Fri Dec 02, 2011 4:10 pm Post subject: |
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So, last night I ran Chapter 1: Week 2. Game got started a bit late and one of the players opted not to play as a protest about something else... One of the other players brought someone in to watch/participate.
The only major thing I had a hard time figuring out was how to build up the tension in the group as, per normal players, they kept making wisecracks in-character that kept breaking the mood. So, since they were having fun and I'm not there to spoil it I let it go.
We completed the second week and again ended on a cliffhanger for them. I think they're getting annoyed by that, heheh.
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If I follow correctly these guys were new to SW but had played some flavour of D&D previously?
I'm impressed at the way they tried stuff out and explored possibilities. You obviously made them feel very at ease with the system: it sounds like a great game.
Is there anything you did that you think helped create that mood for your players?
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Yes, these guys are mostly D20/Pathfinder players. The biggest thing I did that I can think of was before starting the game I told them to just describe what you want to do and I'll tell you what you need to roll to succeed. This took away the burden from them of needing to know what some special maneuver might be called.
I also said that odds are I won't say no to what they want, but that didn't mean they'd succeed.
As for last night, I had a new player who was new to gaming in general. I helped her some, but let the others at the table do most of the work which I think helped integrate her into the group. |
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Fri Dec 09, 2011 5:27 pm Post subject: |
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Completed chapter 1 - week 3 last night. The players were just about ready to just kill Ms. Haarten for all her sermonizing. I even went so far as to pull up the Book of Revelations from the King James Bible and spout out some lines from it as they were walking through the corridors and in the main auditorium.
Tons of role-playing. The medic, Terra, met Jonathon Treymore and his wife Ellen and she and the others even stepped in to try and cool things off between John and Stephen McDermont. One of the players, playing the former street thug turned royal marine, actual got into a good fistfight with Stephen.
Lots of good ideas on what they could do to try and deal with the situation (like repairing the engines to get power back). They've all settled on launching the lifeboats just one or two at a time so that they aren't moving through the halls in a single large crowd (meat on the move for the undead). The end came for Mr. Forthington in a potentially gruesome fashion... We'll find out later, maybe... |
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Jordan Peacock Legendary

Joined: 08 Sep 2007 Posts: 2303 Location: Orlando, Florida
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Posted: Sun Dec 11, 2011 8:00 am Post subject: |
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| Cryonic wrote: | | Completed chapter 1 - week 3 last night. The players were just about ready to just kill Ms. Haarten for all her sermonizing. |
Heh. I didn't get a chance to really fully explore the Ms. Haarten angle in my campaign, due to some PC actions that caught me off guard (exacerbated by spotty attendance early on in the game, so the "disposition" of the group would be wildly influenced by who actually showed up for a particular session). For my own version of Ms. Haarten, I threw in bits and pieces of weird theology and "sounds sort of Bible-ish, but isn't really in there," to hint that she wasn't merely loudly religious but peculiarly so. (I have a hard time imagining that the first reaction of someone from any mainstream denomination these days upon the advent of the apocalypse would be "We need human sacrifice!")
| Cryonic wrote: | | They've all settled on launching the lifeboats just one or two at a time so that they aren't moving through the halls in a single large crowd (meat on the move for the undead). |
Heh. Yeah, herding panicked people and trying to keep them from being picked off by zombies would be quite the challenge.
In my own adventure, my PCs ended up bypassing a lot of the action on the cruise ship by heading straight for the lifeboats with as many people as they could get to go with them (in some cases going so far as to conning them into going along under the pretense that this was some sort of "reality show" stunt and that they'd be on TV, because it wasn't common knowledge yet that there was a zombie outbreak).
I ended up transplanting some of the "drama" from the cruise ship to the long life-boat ride to shore - as, of course, there had to be someone on the boat who was bitten or otherwise in mortal peril, or else we wouldn't get any zombie action at all for that interlude. And, of course, we had to have the assertive "alpha male" businessman type who insisted on being in charge and yet seemed prone to making all the wrong decisions, since nobody really understood the scope of the problem yet.
Anyway, I'm glad to hear that the campaign is still chugging along! _________________
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Mon Dec 12, 2011 5:20 pm Post subject: |
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| Jordan Peacock wrote: | | Cryonic wrote: | | Completed chapter 1 - week 3 last night. The players were just about ready to just kill Ms. Haarten for all her sermonizing. |
Heh. I didn't get a chance to really fully explore the Ms. Haarten angle in my campaign, due to some PC actions that caught me off guard (exacerbated by spotty attendance early on in the game, so the "disposition" of the group would be wildly influenced by who actually showed up for a particular session). For my own version of Ms. Haarten, I threw in bits and pieces of weird theology and "sounds sort of Bible-ish, but isn't really in there," to hint that she wasn't merely loudly religious but peculiarly so. (I have a hard time imagining that the first reaction of someone from any mainstream denomination these days upon the advent of the apocalypse would be "We need human sacrifice!")
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Depends... If you've watched the latest season of Dexter, then it makes more sense that someone who's gone off their rocker and is religious might think that human sacrifice is needed to appease that which can't be understood.
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| Cryonic wrote: | | They've all settled on launching the lifeboats just one or two at a time so that they aren't moving through the halls in a single large crowd (meat on the move for the undead). |
Heh. Yeah, herding panicked people and trying to keep them from being picked off by zombies would be quite the challenge.
In my own adventure, my PCs ended up bypassing a lot of the action on the cruise ship by heading straight for the lifeboats with as many people as they could get to go with them (in some cases going so far as to conning them into going along under the pretense that this was some sort of "reality show" stunt and that they'd be on TV, because it wasn't common knowledge yet that there was a zombie outbreak).
I ended up transplanting some of the "drama" from the cruise ship to the long life-boat ride to shore - as, of course, there had to be someone on the boat who was bitten or otherwise in mortal peril, or else we wouldn't get any zombie action at all for that interlude. And, of course, we had to have the assertive "alpha male" businessman type who insisted on being in charge and yet seemed prone to making all the wrong decisions, since nobody really understood the scope of the problem yet.
Anyway, I'm glad to hear that the campaign is still chugging along! |
I've kept them on the cruise ship by not letting everything fall apart all at once. An isolated incident here and there. A few of them spending a little quality time in the brig for being at the scene of several "murders".
It probably helps that I chose a time that works with enough people that I can keep the group consistent (other than one player dropping out under protest to the time/location). |
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Fri Dec 16, 2011 2:36 pm Post subject: |
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Well, my group has grown again as another member of the original game has returned from classes. There really is no tension in the group during play as they all keep making wisecracks, heheh.
Even better, one of the players has picked up Savage Worlds to run his own Fantasy game. Thank god as I was getting so sick of D&D/Pathfinder/D20 variants that all come down to the same thing... how big of a combat beast can I make,
So, completed week 4 of Chapter 1 of War of the Dead.
They have escaped from the room full of crazy people (and not so crazy people) and, after the betrayal, have made their way down the decks to the escape boat that the mercs intended to use... end of the week. Not really as big of a cliffhanger as the last ones, but a nice place to stop.
The real hilarity of the evening came when the returning player rolled a FIFTY FOUR!!! on his Notice check to see the Coast Guard cutter covered in the Living Dead...
Then made a THIRTY FOUR!!! to see the merc ship in the darkness...
My jaw hit the floor and everyone busted up laughing at my total shock... heheh. I jokingly threatened to take away those dice. |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4467
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Posted: Fri Dec 16, 2011 3:24 pm Post subject: |
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| Cryonic wrote: | The real hilarity of the evening came when the returning player rolled a FIFTY FOUR!!! on his Notice check to see the Coast Guard cutter covered in the Living Dead...
Then made a THIRTY FOUR!!! to see the merc ship in the darkness... |
And that, ladies and gentlemen, is why you never allow a die roll for the impossible. No matter how large the penalties, someone will succeed.
GM: "Fine, everyone can roll. At -100."
PC 1: Fail.
PC A: Fail.
PC #: Fail.
PC Lucky: <three minutes of dice rolls> "I got a Raise."
GM: "... I hate you all." _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Fri Dec 16, 2011 3:41 pm Post subject: |
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| ValhallaGH wrote: | | Cryonic wrote: | The real hilarity of the evening came when the returning player rolled a FIFTY FOUR!!! on his Notice check to see the Coast Guard cutter covered in the Living Dead...
Then made a THIRTY FOUR!!! to see the merc ship in the darkness... |
And that, ladies and gentlemen, is why you never allow a die roll for the impossible. No matter how large the penalties, someone will succeed.
GM: "Fine, everyone can roll. At -100."
PC 1: Fail.
PC A: Fail.
PC #: Fail.
PC Lucky: <three minutes of dice rolls> "I got a Raise."
GM: "... I hate you all." |
Hahah. Yeah. Thankfully neither of these rolls were done with "no chance of success". I only applied darkness modifiers and a few other minor things. A joke was made last night about Darth Vader and no roll to hit. If he shows up, everyone just hand over the character sheets... you're dead... I'm not statting up something you shouldn't/can't kill... heheh. |
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Mon Jan 02, 2012 8:26 pm Post subject: |
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The adventure has continued. Bad Company managed to capture the mercenaries small boat and get most of the people that they'd rescued aboard. They were trapped at sea for nearly a month with stores that should have lasted not even half that given the number of people onboard due to a freak storm. They eventually made landfall in a small harbor in North Carolina (big surprise to them as they were out in the Pacific between Guam and Australia).
They explored the mostly abandoned marina (the few boats left there weren't going to go anywhere due to damage) and explored the main store/offices of the marina. They encountered more of the strange Living Dead. This showed that whatever had happened was not isolated to just the cruise ship and the Coast Guard vessel.
They explored the area around the marina and found a house that had someone still inside it. This person or persons was shooting at people or Living Dead that were trying to cross a field between a road and the house. After the people were all dropped, the house opened fire towards the PCs hiding at the edge of the woods then yelled for them to go away.
There was a tense few moments, but the party was able to talk the man out of shooting at them and approached the house.
They talked with Henry and Elanor and were eventually able to get through the gruff exterior of the man and he agreed to let them and the other people from the cruise ship stay for the night.
That evening they heard the roar of motorcycles going by on the road. When they investigated they found a large group of motorcycle riders at the marina going through the ships on the docks and the shop. They tried to kill the leader of the group when they overheard him making the decision to head back to the house they passed, but luck kept him alive (wild card with his own bennies).
The gang beat the PCs back to the house and were busy searching through it while one PC and the NPCs all hid in the basement and the others came in the woods.
Down in the basement the PC and Henry prepared to defend the people should someone come down through the door. They could hear all the footsteps up above. Sure enough someone opened the door to the basement and got shot as he came into view. Another person came to check what was going on and got shot as well.
This is where things went awry. The leader of the gang ordered his men to open fire through the floorboards into the basement. Several of the civilians were hit including Henry. The leader of the gang demanded the surrender of those in the basement, but the player chose to just stay where he was.
The other PCs heard this massive volley of gunfire from inside the house and tried to help out by shooting at people in the house. Between the lack of surrender from those below and the shooting, the leader had his men shoot again and again outside and into the basement.
Eventually the PCs surrendered to try and save the civilians.
Continues again in a week... |
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tydirium Novice
Joined: 14 Jan 2012 Posts: 1
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Posted: Sat Jan 14, 2012 3:59 pm Post subject: |
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Great stuff. Keep it coming!
jh |
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Tue Jan 17, 2012 4:30 pm Post subject: |
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Cast of Characters:
Cpl. Derric Evans - Royal Marine from Wales. Party Sniper
Cpl. Roy McCullen - Royal Marine from Northern Ireland. Scout and close-in fighter specializing in knives.
Cpl. Korey Ceron - Royal Marine from London. Party Driver (boat, car, plane, etc...).
Terra Hunter - Civilian Medic from Detroit, MI
With the cessation of hostilities between the biker gang and the party, "negotiations" began between the gang leader and the party. What he wanted, the provide a distraction in the nearby town for the Living Dead to chase while the gang members come in behind the distraction to loot the town for useful gear. Thankfully most of the civilians that got shot weren't actually killed by the sheer volume of random bullets.
The group was escorted upstairs and then was split up into several different rooms on the upper floor. Terra, the medic, was put into a room with other civilians while the marines were all put together in the last room. Guards were placed outside of each of the doors and the characters were left to their own devices until morning. Well, except that Spiderbait, the girlfriend/second-in-charge of the biker gang took a liking to Terra and came to visit her in the room. With a big brute with an M16 watching from the doorway Spiderbait drew out a knife and crossed the room towards Terra.
She played around with her a bit, but when Spiderbait kissed Terra, Terra decked her and yelled for help. The boys in the next room heard her call out and stormed out into the hallway to rescue their friend. Korey grabbed a chair from the bedroom and went to throw it down the hall at the gangers there, but unluckily hit one of his own teammates in the back of the head, stunning him.
Inside the room Terra retreated towards a corner and grabbed a floor lamp to fend off Spiderbait. The thug at the door was distracted by the noise coming from the hall as the now 3 gang members (down from 6) tried to recapture the marines. Roy finally made it to the door and threw it open to find Terra holding off Spiderbait.
“What the hell happened?”
“She kissed me.”
“Seriously? That’s what all the fuss is about?”
With that, the reinforcements from downstairs arrived and the boys were back in their own room, minus the door.
The next morning they were escorted downstairs along with Henry, the old guy who owned the house, and told that they were going to the nearby town. The marines and their friends were going to distract the creatures by running through the town while the gang looted the town. Should they survive… well, then they survived. Else, oh well. But if they didn’t do it, then all the other people would be killed.
The marines, Terra and Henry headed into the town. Last off they were left on the roof of a building a bit into town and the creatures were starting to surround it (shooting a high-powered rifle in a quiet town draws a lot of attention). |
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Jordan Peacock Legendary

Joined: 08 Sep 2007 Posts: 2303 Location: Orlando, Florida
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Posted: Tue Jan 17, 2012 5:18 pm Post subject: |
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| Cryonic wrote: | | Last off they were left on the roof of a building a bit into town and the creatures were starting to surround it (shooting a high-powered rifle in a quiet town draws a lot of attention). |
Hmm. Putting them on a roof makes it a bit harder to walk through town and lead the monsters away from the gangers ... but I suppose it does satisfy the requirement of drawing the zombies to a particular place (presumably not where the gangers are), which is the whole point.
In my version (I actually ran this scenario twice for two different groups), I hinted that a few gangers were armed with crossbows (e.g., no bang, no loud noise to draw zombies), and were keeping the heroes covered. Not that this would've necessarily been the best of deterrents since most of the gangers are Extras, and, last I checked, the ganger profile doesn't even have Shooting as a skill. (I need to double-check that once I get back home, to make sure; they mostly made up for it in combat by using 3RB with the M-16s, or I'd give the occasional ganger a shotgun for variety, or else I could just have them take time to AIM when they could.)
In actuality, though, I had them just watching for a little while, and then, being as undisciplined as they were, breaking off to go join the looting, out of fear of being left out. I didn't imagine that Fuerrie was diligent about the concept of FAIRNESS. Besides, it was more important to have the threat of the crossbows than to actually hang there and cover them for the whole period; eventually the PCs would get out of effective range anyway.
I tried fleshing out the place a little by naming some of the stores they went by, and having some potentially interesting lootables for makeshift and more conventional weapons. Tire irons and such (effectively clubs) could be taken from cars, as per the scenario.
A small music store had some guitars. A corner cutlery store was raided of obviously useful survival gear, but there were a few decorative, flashy blades, and it was basically a random chance (I'd roll secretly) once the weapon was used in combat, whether or not it would actually stand up to heavy use, or whether it was "Fragile" (breaks on a "1" on the skill die); only if someone had some sort of applicable background or knowledge area, or made a successful Repair check could they determine ahead of time whether a "samurai sword" made in Hong Kong would be of any use in real combat. (Of course, checking to see whether it held a sharp edge, or whether whacking it against a wall would break it was a pretty easy test to make, if the players thought to ask -- no skill roll required.)
The corner convenience store was heavily raided, though there were lots of empty containers that the PCs grabbed because they might come in handy later (for making Molotov cocktails with siphoned gasoline, for instance, or gathering up what clean water they could find). A sports equipment store had a few useful things such as baseball bats, hockey sticks, and miscellaneous protective gear that could be cobbled together for "makeshift armor" granting a 50% chance of +1 Armor vs. hits to torso, arms and legs, but weighing a bulky 10 lbs.
Since I didn't have the entire street mapped out, if the players specified that they were looking for a specific type of store, I'd make a judgement call on whether or not it seemed reasonable that it'd be on the main street of a really small town. Besides, if it was TOO USEFUL of a store -- e.g., "a gun store!" -- it had probably already been heavily looted. I figured it would be the "improvised" stuff that could be used for something other than its originally-intended purpose that would be more readily available. Besides, there's something more COLORFUL about going into battle with a gaff hook, a duct-tape-covered baseball bat or a pipe wrench. _________________
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Tue Jan 17, 2012 7:29 pm Post subject: |
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| Jordan Peacock wrote: | | Cryonic wrote: | | Last off they were left on the roof of a building a bit into town and the creatures were starting to surround it (shooting a high-powered rifle in a quiet town draws a lot of attention). |
Hmm. Putting them on a roof makes it a bit harder to walk through town and lead the monsters away from the gangers ... but I suppose it does satisfy the requirement of drawing the zombies to a particular place (presumably not where the gangers are), which is the whole point.
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Sorry. I was at work while writing that summary and rushed the end of it. They ended up on the roof of a building as they were trying to get off the street and away from a bunch of the creatures that were coming from in front of them. They've been roof hopping for the last several buildings and have now hit a literal crossroads. The roof they're on has some creatures coming up to it (via the 1 story building stairs) and the creatures are coming in from elsewhere.
It was late at that point so I called the game for the day. |
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Jordan Peacock Legendary

Joined: 08 Sep 2007 Posts: 2303 Location: Orlando, Florida
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Posted: Tue Jan 17, 2012 8:35 pm Post subject: |
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| Cryonic wrote: | | They ended up on the roof of a building as they were trying to get off the street and away from a bunch of the creatures that were coming from in front of them. They've been roof hopping for the last several buildings and have now hit a literal crossroads. |
Aha! I see now that I misunderstood. That sounds like a pretty reasonable way to get down the block, though of course that leaves the problem of how to cross a street. We had an athlete PC roof-hopping while the not-so-athletic rest of the group (PCs and Extras) went down the street, acting as a scout to watch for zombie groups on the side-streets -- but thanks to cross-streets, there was no way to keep this up indefinitely.
At a few points, we ended up with PCs up on rooftops, or on upper floors, with zombies milling around down below. I made a GM house-ruling -- one which stuck for the rest of the campaign -- that if you are pretty much right above a standing target, the called-shot penalty to aim for the head is reduced to -2 rather than the typical -4 (since the head is right there, right up on top!).
One special-case downside of this situation is that if you're up against the rare "zombie wearing a helmet" (construction worker, soldier, motorcyclist, etc.), then the Armor applies (without rolling for the 50% chance to see if an open-face helmet protects the head or not). (I figure that's only fair, since if there was ever a situation where rubble drops on the PCs' heads, I'd count any headgear as automatically providing protection rather than only a 50% chance.)
This made it a lot easier for the PCs to fight zombies when they had the high ground, at least until they started running into Sprinters and "Demon Babies" and other nasties capable of climbing up to meet them face-to-face. Later, however, I had to add the caveat/clarification that this bonus does NOT apply if you're simply up on the second floor of a building and sniping zombies walking down the street a few blocks away; a slight elevation is not the same thing as being "right above" a zombie. _________________
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Virgobrown72 Veteran

Joined: 19 Jan 2010 Posts: 843 Location: The other side of the Sun, baby!!!
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Posted: Tue Jan 17, 2012 9:01 pm Post subject: |
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Sounds reasonable.
I myself, was burned out on the whole zombie/horror thing, but this sounds pretty cool... _________________ "Anything smaller is just fiddly, and fiddly is not one of SvgW's three Fs..." |
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Wed Jan 18, 2012 1:40 pm Post subject: |
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| Virgobrown72 wrote: | Sounds reasonable.
I myself, was burned out on the whole zombie/horror thing, but this sounds pretty cool... |
Most of my game group was also burned out on Zombies and tales of the undead. What brought them around was the way I put them into this campaign. I initially just ran a one shot with them as royal marines. They were tasked with finding a terrorist in Afghanistan and ended up running into zombies (well, they keep calling them zombies, heheh).
They enjoyed it so much that months later they were still clamoring for the return of this game. So, since I had this campaign sitting on my system and they'd already faced one horror, I thought I'd put them through it.
They still seem to be enjoying the campaign as we near the halfway point of the first Chapter. _________________ My Blog of Random Gaming: http://www.daemonstorm.com
Savage Worlds Tales: http://www.daemonstorm.com/category/Categories/Role-playing/Savage-Worlds |
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