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[WotD] Outbreak at Outpost 2000
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Trigger
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PostPosted: Fri Jun 22, 2012 11:22 pm    Post subject: [WotD] Outbreak at Outpost 2000 Reply with quote

So if i'm reading this right, in War of the Dead, in you just keep shooting a zombie with a pistol per say, and do enough damage to do wounds like lets say 5 wounds, they STILL are not Incapacitated unless you do a called shot to the head?

If it had 5 wounds from regular damage, and then you get a called shot to do 1 wound, is the zombie Incapacitated?

Just wanted a little more clarrification if I could or an example would be great. Thanks in advance.


Last edited by Trigger on Mon Jul 02, 2012 10:13 am; edited 1 time in total
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Lee_Szczepanik
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PostPosted: Sat Jun 23, 2012 12:32 am    Post subject: Reply with quote

The Living Dead can only be Incapacitated with a successful headshot or by Severe Damage (see below). In the case of Extras, 1 wound is enough to put the ghoul down. In the case of Wild Card zombies, however, the characters will still need to do enough damage to Incapacitate it. The Living Dead ignore all wound modifiers, so a Wild Card zombie with 3 wounds continues to be effective until a headshot is made that pushes it to Incapacitated. The only exceptions are automatic weapons, area effect weapons, and flamethrowers.

So, you are correct. The 5 normal wounds would not stop them, but as long as that headshot did a Wound, it would put them down. It's basically the cinematic value you see in the films.

Basically, as long as that Headshot wound Incapaitates them (meaning it does 1 wound to an Extra or it does a wound to a Wild Card zombie and it already has at least 3 wounds before that), they are done. Keeping track of normal Wounds on an individual Wild Card zombie is really just so you know: "Poor bugger is shot all to hell and probably wishes he could fall down (3+ wounds). Oh, that Headshot hit and did a Wound. He's done, now."

I'm exhausted, so hope that makes sense.
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Last edited by Lee_Szczepanik on Sat Jun 23, 2012 9:38 am; edited 1 time in total
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Trigger
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PostPosted: Sat Jun 23, 2012 8:22 am    Post subject: Reply with quote

Perfect! Thanks. That's exactly what I was requesting.
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Jordan Peacock
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PostPosted: Sat Jun 23, 2012 10:42 am    Post subject: Reply with quote

One thing I'd note here is that, so far as I know, this is kind of moot, because I don't recall any encounters calling for Wild Card shamblers or sprinters in War of the Dead. They're Extras, which I think is as it should be: You can riddle them full of bullets and they keep coming, but get in a good, single head shot and they go down, just like in the movies.

When my game went off the rails a bit and I felt the need to have some extra encounters featuring a "star" zombie that was a little more of a threat than the typical shambler, rather than making it a Wild Card, I would just modify the Henchmen rule from Slipstream: A "Competent" Extra is one who gets to roll a Wild Die. No extra Wounds, no Bennies, etc., but with the Wild Die he's more likely to make an impact with his sneak-attack, etc., before someone plugs him in the head. (But when he DOES take a double-barreled shotgun to the face, unless he's wearing a helmet or something, he SHOULD GO DOWN, I think, hence my avoidance of the extra Wounds. This is a Romero-style zombie, after all, not Jason Vorhees. Wink )

Anyway, just my take on it.
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Lee_Szczepanik
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PostPosted: Sat Jun 23, 2012 11:00 am    Post subject: Reply with quote

Jordan Peacock wrote:
One thing I'd note here is that, so far as I know, this is kind of moot, because I don't recall any encounters calling for Wild Card shamblers or sprinters in War of the Dead. They're Extras, which I think is as it should be: You can riddle them full of bullets and they keep coming, but get in a good, single head shot and they go down, just like in the movies.

When my game went off the rails a bit and I felt the need to have some extra encounters featuring a "star" zombie that was a little more of a threat than the typical shambler, rather than making it a Wild Card, I would just modify the Henchmen rule from Slipstream: A "Competent" Extra is one who gets to roll a Wild Die. No extra Wounds, no Bennies, etc., but with the Wild Die he's more likely to make an impact with his sneak-attack, etc., before someone plugs him in the head. (But when he DOES take a double-barreled shotgun to the face, unless he's wearing a helmet or something, he SHOULD GO DOWN, I think, hence my avoidance of the extra Wounds. This is a Romero-style zombie, after all, not Jason Vorhees. Wink )

Anyway, just my take on it.


Yep, you are correct. Outside of Edward Russo, who the characters never really get a clear opportunity to battle directly, there aren't any Wild Card zombies that I can recall. So, 1 Wound from a headshot is usually all you need.

Funny that you used that Slipstream rule as an add-on. I did the same in a game shop WoTD game that I'd run.
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Trigger
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PostPosted: Fri Jun 29, 2012 12:11 pm    Post subject: Reply with quote

Thanks guys. I downloaded all the free content and purchased Chapter 1 and some other goodies. I am going to start next month at my local gamestore, Outpost 2000, where players will be playing themselves starting in that very area. I made some fliers and have got a huge response so far. I will have to cut the limit to around 10 players I think. Any more and it will be too much. Here is one of the flier clips.



Last edited by Trigger on Sat Jun 30, 2012 10:47 pm; edited 1 time in total
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chitownroy
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PostPosted: Fri Jun 29, 2012 12:25 pm    Post subject: Reply with quote

Man Trigger I really need to move closer to you. I think it would be a blast to game in one of your groups. What do you do at your day job?
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Trigger
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PostPosted: Fri Jun 29, 2012 3:31 pm    Post subject: Reply with quote

chitownroy wrote:
Man Trigger I really need to move closer to you. I think it would be a blast to game in one of your groups. What do you do at your day job?

I'm actually a database administrator. Razz
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Lee_Szczepanik
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PostPosted: Fri Jun 29, 2012 11:55 pm    Post subject: Reply with quote

Sent you a PM with some good news! Mr. Green
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Trigger
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PostPosted: Sat Jun 30, 2012 10:44 pm    Post subject: Reply with quote

Lee_Szczepanik wrote:
Sent you a PM with some good news! Mr. Green

Thanks Lee. I may have to give Hellspawn a good run through when it comes out...with a little extra flair from myself. Wink
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Trigger
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PostPosted: Mon Jul 02, 2012 7:43 am    Post subject: Reply with quote

If you’re going to run a zombie apocalypse role-playing game, you better be able to back it up with enough zombie miniatures!

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Zadmar
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PostPosted: Mon Jul 02, 2012 8:03 am    Post subject: Reply with quote

Wow, must have taken you a while to create that lot!

I think I put together around 15-20 zombie trifolds, and used the burst templates for larger groups. Then I received a copy of the "Zombies!!!" board game, which includes 100 zombie miniatures, and just used those.
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Trigger
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PostPosted: Mon Jul 02, 2012 9:44 am    Post subject: Reply with quote

Zadmar wrote:
Wow, must have taken you a while to create that lot!

I think I put together around 15-20 zombie trifolds, and used the burst templates for larger groups. Then I received a copy of the "Zombies!!!" board game, which includes 100 zombie miniatures, and just used those.

I was going to use the burst templates to represent a certain amount of zombies in each template and if they notice food, then break off into individual miniatures. Its one thing to have a 4" inch horde template of zombies versus 20 of them strung out in a blockade. Twisted Evil

I was going with the following amount of zombies in each zombie template which is 5x the size.

2" Small = 10 zombies
4" Medium = 20 zombies
6" Large = 30 zombies
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Trigger
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PostPosted: Mon Jul 02, 2012 10:39 am    Post subject: Reply with quote

Since this topic shifted course to actual game play and what not, I changed the subject line.

I was asked a couple questions on the "How To Do" when creating this event at my local game store.

Well, first off, if you are going to play with a specific area, then it would be good to have gamers who are familiar with that area. This certainly isn’t necessary, but helps when everyone knows the name of the gas station and even the people who work there or who may have been turned into a zombie.

Second, if you’re going to have players play themselves instead of creating characters as normal, then I would put a cap on the die type that they can level to. I use Driving as an example as most people can easily grasp why I do this. Most gamers who are playing themselves will fall into the top three categories with a d6 being the cap. I do let players who are playing themselves give me a reason to increase something up to d8 but use careful judgment when doing. Another easy example is Shooting where it could go to a d8 due to military training possibly. Even if some traits go higher than d6, I would limit them to only 1 or 2 that do.

Driving:
Never driven before – No Skill
Learners Permit or under age – d4 Skill
Adult licensed driver – d6 Skill
Amateur or off road racing – d8 Skill
Semi-Pro racing (a couple medals) – d10 Skill
Pro racing (Sponsors) – d12 Skill


Third, get a map of the area for reference. You can go on several internet sites like Google maps and zoom into the area that you will be playing in to get a good layout of the terrain, buildings and structures. I had to Print Screen a couple shots and piece them together but in the end its well worth it. I also labeled each area I thought players could go into, or had some sort of significance like intersections (crashes), parking lots, buildings, houses, water tower, gas stations and so on. Knowing the names of them come in handy and if everyone is familiar with the area is a big help. Here is an example of the area I will be running in at Outpost 2000 (which is #3 on the map)



Fourth, I would say be prepared and have a good amount of miniatures if you are going that route along with a play mat or 2 to draw out areas that players may go into. I may in fact get some 1” inch square gridded paper and make templates of houses so I don’t have to always draw them out. I created a list for all the designated areas on my map with name, # of Zombies, # of Survivors and pertinent info in that area.

Fifth, what do players start off with as far as gear? Well, since my players are playing themselves and we are starting in a game store, they have what they have when they walk in the store. This will most certainly make the group try and work together or have to make hard decisions on who lives and dies.

Sixth, have fun with it!

These were just some of the top questions I was asked. Hope this helps.
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Trigger
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PostPosted: Mon Jul 02, 2012 2:01 pm    Post subject: Reply with quote

Here is a small example of the numbered map and Legend next to it for reference.

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chitownroy
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PostPosted: Mon Jul 02, 2012 2:47 pm    Post subject: Reply with quote

So my question would be how did the outbreak occur in your world?
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Jordan Peacock
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PostPosted: Mon Jul 02, 2012 2:49 pm    Post subject: Reply with quote

I have a somewhat different take on the scaling for Driving skill, at least as it pertains to my own games. If every character who can drive a car competently was forced to spend a d6 on Driving, that'd be a pretty big "character tax" for playing a modern character.

The way I've handled it for modern games is that basic driving skill for an adult is pretty much an "every-man" skill, along with the "skills" for knowing how to operate a light switch, turn on a TV, operate a microwave, use a telephone, etc. Granted, driving a car wouldn't be an "every-man" skill for a kid, but it's still the sort of thing that could be "picked up" with a bit of in-game training; I might give the player a Benny here or there as compensation for the added difficulty of not being able to do things that "everyone" else can (and good role-playing on the part of the player if I don't have to keep on stepping in as a GM and questioning things).

The actual Driving skill, however, I see as representing exceptional skill as a driver. In my WOTD campaign, I'd allow even a person who didn't allocate a point to Driving skill to manage to drive a station wagon as part of the convoy, but any time a skill check was called for (avoid crashing into that zombie!) he'd of course be making an unskilled check.

To my mind, anyone with Driving skill should be someone who has above-the-normal experience with driving. E.g., military experience driving a vehicle in combat conditions ... experienced truck driver who's been operating big-rigs for years ... licensed bus driver, etc., who's been through special training and certification ... sportsman who likes to go off-roading on the weekends ... kid who's participated in dirt-bike races ... etc. Most of the time in the game, Driving doesn't represent your ability to know how to start the car, follow traffic law, turn on your blinker, etc., but rather having the right instincts to speed up or slow down or veer when faced with a sudden hazard that might cause even experienced drivers to crash.

I only call for skill rolls when there's a reason to call into question whether even a hero might pass the test; there's no need to make rolls for "casual" situations.
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Trigger
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PostPosted: Mon Jul 02, 2012 3:26 pm    Post subject: Reply with quote

Good point Jordon. That's another way to look at it. I'll keep that in mind. Razz
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Zadmar
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PostPosted: Mon Jul 02, 2012 4:10 pm    Post subject: Reply with quote

Trigger wrote:
Driving:
Never driven before – No Skill
Learners Permit or under age – d4 Skill
Adult licensed driver – d6 Skill
Amateur or off road racing – d8 Skill
Semi-Pro racing (a couple medals) – d10 Skill
Pro racing (Sponsors) – d12 Skill

In addition to the points Jordan made, I'd also be wary about treating a high skill rating as "professional". An extra with d12 in a skill has a 25% chance of failing a standard skill check, which would be pretty horrific odds for a pro race driver!

On the other hand, the Professional edges which "reflect many years of practicing a particular trade" never require more than d8 in any skill, and a +2 bonus means you only fail a standard skill check if you roll 1.

Thus I tend to view d8+2 as a skilled professional, and d12 as someone with incredible raw talent who can do amazing things, but still makes a lot of silly mistakes that a professional would avoid (this has also been discussed before).

On another note, I really like the idea of using Google maps, wish I'd thought of that when I was running my previous modern day campaign.
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ogbendog
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PostPosted: Mon Jul 02, 2012 4:18 pm    Post subject: Reply with quote

I was in a game once where the GM used google maps and added custom markers and posted them.
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