- This topic has 10 replies, 8 voices, and was last updated 9 years, 7 months ago by
Alvin Molethrottler.
-
AuthorPosts
-
09/12/2014 at 21:30 #13814
Mike
Keymaster10/12/2014 at 01:40 #13816shelldrake
ParticipantWalking (well shambling) biters for me (well, not for me… for others that are slower than me)
10/12/2014 at 02:51 #13817Altius
ParticipantI prefer rage zombies over the shambling ones. They’re scarier.
They don’t have to have any special mutations for me, either. Just a mouth full of teeth and no fear.
Where there is fire, we will carry gasoline
10/12/2014 at 04:33 #13818kyoteblue
ParticipantWalking Dead for me.
10/12/2014 at 14:56 #13840Samantha
KeymasterI am not a fan of the ones that run, surely that is cheating, and also mutations freak me out. As such I am a traditionalist!
Never put a sock in a toaster.
11/12/2014 at 00:01 #13851Ken Warren
ParticipantMostly shamblers, with some ragers around just to make things interesting.
11/12/2014 at 06:12 #13855Alvin Molethrottler
ParticipantBeing dead is not a super power, so when it comes to zombies I prefer the shambling flesh eaters. Rage virus victims are the “infected” they are not zombies (I know I’m banging my head against a brick wall by making that statement but it grinds my inner geek when people refer to the infected as zombies, afterall, you wouldn’t point at a goat and say “that’s a nice banana you’ve got there ” would you? No. Because they are two different things). lol 😉
11/12/2014 at 10:06 #13859Alvin Molethrottler
ParticipantHowever, having said the above I would add that in my games the zombies do have two speeds; one for when they are being observed by a player character and a faster one for when they are not. And you can’t count as observing if you are firing a missile weapon or engaging in a melee.
11/12/2014 at 10:09 #13860Patrice
ParticipantI remember the good old days when zombies were dead corpses animated by some AD&D necromancers. They had discipline, they obeyed to black magic users, and clerics still believed in religions and were able to repulse them.
Young zombies today don’t know how to behave, they haven’t been properly raised. Also they seem to carry dangerous germs around, I blame the Health care system.
And my avatar is not a banana.
http://www.argad-bzh.fr/argad/en.html
https://www.anargader.net/11/12/2014 at 23:44 #13889Mike
Keymaster12/12/2014 at 09:43 #13891Alvin Molethrottler
ParticipantI play by Romero’s Rules so to “kill” a zombie you must destroy its brain. We used to use a d6 with a skull for the 6, throw one die for each bullet you fired and a skull got you a head shot – everything else was a miss or a hit to no effect. Later on we moved to pulling wound chits out of a cup but you still needed a head hit.
It’s probably worth pointing out that my game was loosely based on ‘The Running Man’ film so players ran teams of up to four characters and I, as GM, ran the Stalkers who were mostly based on movie monsters E.G. we had Mad Max, Lord Humongous, The Terminator, the zombie pack, the Bubble from the Prisoner, a Dalek, the zenomorph from Alien etc. We played on a 6ft by 4ft table covered with 2ft by 2ft tiles each of which (sometimes a pair of tiles) was a themed zone; urban, ruins, forest etc. The idea was that each player secretly chose a direction (clockwise or anti-clockwise) to run around the zones and that whichever team completed the most laps won. Characters were activated by chits pulled from a cup with ad “Advert Break” chit also added that, when pulled, ended the turn resulting in all chits being put back in the cup. Stalkers were added in response to an (unfavourable) audience reaction throw made during the advert break. Of course players could, and did, attack each other as well as fight off the Stalkers.
Later games featured “Power Ups” that were counters which, when activated and removed from play, granted the player a boon such as healing a wound or gaining an extra weapon or more ammunition. Randomised mined zones were also added to liven things up a bit and were set off on a certain roll for movement, but the Stalkers were immune to mines. Eventually my players collected their own teams and some guy bought a Terminator squad (another guy bought a squad of Predators). I immediately invoked the Hollywood Rule that one monster is well hard but lots of them are just cannon fodder (see Alien then Aliens for an example). I also retconned the zombie virus into being caused by nanites (made of Handwavium) so it could effect Terminators. Characters that got bit came under my control and joined the zombie pack.
Anyway I seem to have gone off topic, apologies.
-
AuthorPosts
- You must be logged in to reply to this topic.