Campaign Game 3 - On the road: part 1, the set up
"I'm gonna tell you about an incident, and I don't wanna hear 'act of God!'
My name is Jack Berton. I'm a reasonable guy. But, I've just experienced some very unreasonable things.
Take for example the other day - we were chased by zombies and just managed to escape in a car by a hair's width, only to have it run out of fuel on the highway."
"We had to make it down the road, dodging zombies as we went, and it was going to take crackerjack timing.
Celina pulled out those hand cannons of hers and turned to me and asked if I was ready. Ha. I was born ready!"
My Zombie Campaign - what I want to do with it and where it is headed
I just thought I would take the time to ramble on about my zombie campaign and what the game objectives are.
The primary objective is simple - to have the characters survive. Seems fairly simple, but the zombies want to throw a spanner into the works.
The next important goal is to find a safe location to hole up and use as a base of operations.
Going hand in hand with objectives one and two are collecting supplies to ensure survival - the three f's: Food, Fuel and Firearms.
With this 'under control' my survivors will begin the next phase - finding other survivors, find out what happened, and establish a colony to ensure the continuation of survival.
As part of the last one, I will have rumors in the game about safe havens, why the zombie apocalypse occurred, and even a chance to find a cure.
Each time a survivor is found I will make a roll on an 'occupation' table to see what skills, if any, these survivors will bring to the colony. Tradesmen and health practitioners will be in high demand, but so are workers to help protect the colony and act as laborers.
Of course tradies and doctors are not the only skills on offer but I need to come up with a good list of skills to see what I can do for my fledgling colony. Military and Emergency services are also very useful.
On a game side of things, I will need to make up a lot of scenery, but once that has been done I should have to spend less time on buildings etc and a lot more time playing the game.
It might be ambitious, but I want to make part of a housing estate for suburb settings (as well as shops to go with them) and a city block or two for bigger scenarios.
To this end I will need to make a list of useful shop types and the useful things that can be scavenged from within them. This is intended to help the survivors build their colony.
Things like tools, clothes, power sources, food, medical supplies and so on will all need to be considered, as will the chance of other looters having already taken useful items.
Obviously not all of these things will happen at once, but I will build up to it and see where it all goes.
Campaign Game 2 - Rescuing Jack part 3
Turn 9
Campaign Game 2 - Rescuing Jack Part 2
Campaign Game 2 - Rescuing Jack part 1
I played my second game today, and it was a good one - full of tension and suspense.
Set Up - as shown in the photo:
I moved the scenery sideways and added more scenery in the spaces made vacant. This allowed me to add a "neighbour" to game.
Jack was on top of his crates and the others were at the entrance to the tunnel located in the log cabin.
I gave those in the cabin some molotov cocktails made from the fuel found in the first game that a quick "MacGyver" was done on. I gave 4 each to Celina and John and 3 to Ned.
The Zombie Threat Level was set at 4, and I decided that new zombies would only start appearing after four turns; mainly to give me time to kill some off to allow for the "zombie pool" to grow.
Campaign Game 1 - The First Night part 3
Despite all the zombies surrounding him, Jack regains a bit of colour.
Both John Walker and Celina Croise search the last areas of the cabin and come up trumps: John finds two lots of food supplies, and Celina finds two fuel cans.
Jack fires into the zombies killing two of them.
Behind the cabin, one of the zombies starts to pound on the back door, while other zombies else where shamble towards their chosen targets.
Celina gets into business mode and delivers head shots to four zombies near the cabin, averting the immediate threat they posed.
Jack, while in a bad situation, is rather calm and composed knowing the dead can not climb up to get him. Taking advantage of the situation he fires killing another zombie.
All the shots fired are starting to attract a bit of unwanted attention.
Figuring he is in for a penny in for a pound Jack shoots another zombie. At least it is one less to eat him.
All the shots fired previously by Celina are starting to attract a bit of attention as well:
Jack starts to get his mojo working and 'slots' another two zombies.
The gun fire has attracted the largest number of zombies so far - 12 turn up in two different areas near the back of the farm house.
This is fortunate for those in the cabin, but not so rosy for Jack.
You do need a lot of zombies to play NMRIH, but that should be the same for any zombie game worth its salt.
What I do need is some unarmed 'sheeple' for the game. At the moment I have two sheeple I found in the cabin, so I need to come up with some figures for them. I think I have a paper boy from the Pulp Figures range somewhere that I can use for the kid I found, and I hope I have a figure for the woman that was hiding in the cupboard.
The fuel and the safari rifle I found will be very handy for the next scenario.
Labels: campaign, the first night
