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Author Topic: All Flesh Must Be Eaten: First session cancelled, due to dead laptop, sorry.  (Read 13547 times)

Cthulhu

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That's right, All Flesh Must Be Eaten.  My college schedule has calmed down, and I think I'm ready to GM a campaign of this on Gametable.

This will not end like Dark Heresy.  This idea is too cool to let it die.  You will get PMs if you stop responding, and we will replace you if you fail to respond to the PMs.  I am 100% committed to it.  I will not abandon you if you don't abandon me.

AFMBE is a P&P RPG like Dungeons and Dragons, Dark Heresy, Pathfinder, you get the idea.  It's very freeform, and can be easily modified to fit almost any setting.  The one prevailing theme, however, is ZOMBIES.

You will be playing as citizens of the town of Greenford (Apparently the town is called Telluride, that's a weird name), somewhere in the Midwest.  A map follows:


It's a pretty normal town.  It apparently has restrooms, some opera houses, a bit more than 8000 people.  Oh, one more thing, ZOMBIES.

The game will be pretty open-ended, and you will have the freedom to deal with the situation in whatever way you think best.  The most immediate goals, of course, will be finding food, shelter, and weapons.  Other survivor groups will be forming, and you'll be able to befriend them, trade with them, raid them, be raided by them, the possibilities are endless.  Perhaps zombie cults will spring up.  Perhaps the military will show up eventually.  Who knows?

Despite the open-ended nature, there will be a way to win.  The zombies can be permanently stopped, but that will be up to the survivors to discover.

I'm planning on allowing 4 or 5 players at a time, but there can be a waiting list.  If someone dies or is otherwise eliminated from the group, it can be arranged so whoever's next is found by the survivors and added to the group.

Now for the heavy stuff.

Spoiler: Character Creation (click to show/hide)

I'll detail the rules a bit.  The game system is very simple and elegant.  Unless the outcome of something is important for the storyline, most things are abstracted out.  Assuming you have plenty of time to do so, you won't need to roll to do most simple things, like breaking a door down or setting up a simple barricade.  If time is a factor, or the task is more complex, you will need to roll.

Let's say Jim Halpert is being chased by zombie Pam, and needs to break down a door to get away.  He must make an attribute test to force the door open.  He rolls 1d10.  Since it's an easy task, the door isn't very sturdy, he adds twice his strength score to the roll.  A difficult task would only add his strength score.  His strength is 2, so he'll add 4 to the roll.  He rolls a 5, adds 4, and gets a 9.  This is just enough to break down the door, and he escapes zombie Pam.

Inside the room is a chainsaw and a .22 pistol.  He grabs the pistol and shoots at Pam.  Shooting is a skill test.  He has 3 dexterity and 2 Gun(Pistol) skill.  He rolls 1d10 and adds his dexterity and gun skill to the roll (You do NOT double your attribute for a skill test).  A faster enemy would be able to dive to the floor and attempt to dodge the attack, but Pam is a zombie.  She just shambles forward.  Jim rolls a 2, and adds his bonuses for a 7!  The shot misses.

Jim drops the gun and grabs the chainsaw.  A melee attack is just like a ranged attack, but uses the hand weapon skill instead of the gun skill.  Jim doesn't have any Hand Weapon(Sword) skill, so he gets a -2 penalty on the roll.  He rolls a 9, and gets a 10 after his bonuses and penalties.  It hits!  A chainsaw deals 1d10*The character's strength.  His strength is 2, so he does 1d10*2.  He rolls an 8 and does 16 damage.  First Pam's armor is subtracted from his damage.  Since she has no armor, she takes the full brunt of the attack.  Since it's a slashing weapon, all damage that penetrates her armor is doubled.  She takes a whopping 32 points of damage!

Jim feels a momentary resistance as the chainsaw strikes her spine, but it makes short work of this obstacle, and Pam collapses, her head rolling across the floor.  Jim raises the chainsaw in the air and shouts "KILL, MAIM, BURN"


That's an example of the rules in action, and details just about all of them.  Almost everything in the game that needs rules and dice is accomplished in terms of skill and attribute tests.  Like I said, it's wonderfully simple.

I've added some homebrew stuff to make the game more interesting, while only adding minimal complexity.  There's a hit location table, which I'll post here.

Spoiler: Hit Locations (click to show/hide)

I don't think it's too complicated, after a few rounds you'll know about where it hit without even having to consult the table, and the combat is already so streamlined we can afford to add a bit of stuff.  The combat below with the  marines and the 24 zombies took much less time than it would have in most other games.

As for travelling through the town, I'll post the above map on the gametable grid, and place a red dot on it.  That will be the party.  You'll move the dot through the town to represent where you want to go, and other groups will appear on the map as you find them, also in the form of dots.  green is zombies, blue is other survivors, gray is military (If/when the military arrives), purple is zombie cults if zombie cults arise.

Once you get into something we'll zoom in, I'll set up a map for that area (Depending on how long it takes for the game to actually start, I may or may not have large portions of the city detail-mapped beforehand.  The detail-map is where the real action will take place.

Also, and this is IMPORTANT:

I'm going to give a few tips for surviving that may not be entirely apparent.  Messing up in this game will get you killed, and I don't want a TPK in the first session.  Most of it is self-explanatory, but I'll put it up here just in case.

Don't get hurt.  Damage bonuses are multipliers, not added bonuses.  That means that a good hit will do crazy amounts of damage, and it is imperative to avoid being hit.  Body armor can help a lot, and render you almost immune to bites, but quality armor is going to be hard to find and anything capable of saving you from bullets will have to be stolen from the military most likely, which will be difficult.

Don't get complacent.  It's easy to see the zombies shambling along at an almost pathetic pace, and think you have all the time in the world to plug away at them.  When you finally decide it's time to run away, more zombies have heard the shots and are closing in.  It's very easily to get yourself surrounded if you don't keep moving.

Don't get cornered.  Always have a second way out of a safehouse.  If you have a second way out, find a third way.  You can never have too many exits.  The marines in my playtest only survived because they took out a section of wall, and even then only one made it out.  A safehouse with only one exit is worse than no safehouse at all.

That's about everything you need to know.  Any takers?

CURRENT PLAYERS:

Spoiler: SHAD0Wdump (click to show/hide)

Spoiler: Theevilmonk (click to show/hide)

Spoiler: tehstefan (click to show/hide)

Spoiler: Nuke9.13 (click to show/hide)

Spoiler: WorkerDrone (click to show/hide)

Spoiler: sonerohi (click to show/hide)

WAITING LIST:
chaoticag
Nordic Dorf
NewerMartianEmperor
Archangel
CJ1145


Spoiler: Availability (click to show/hide)

I have a gametable server up right now.

You can get Gametable here.

IP: 24.209.243.246
Pass: bay12
Port 6812

I'll be there and can answer any questions you can have, or you can ask them here, but using Gametable will get a more prompt response.


Strike the braaaaaiiinnnnsssss!

« Last Edit: October 17, 2009, 04:54:52 pm by Cthulhu »
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Dakk

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Re: All Flesh Must Be Eaten - ZOMBEHS
« Reply #1 on: October 09, 2009, 11:58:36 am »

What rules you'll be using for this, or is this another RTD  :P
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Cthulhu

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Re: All Flesh Must Be Eaten - ZOMBEHS
« Reply #2 on: October 09, 2009, 12:04:04 pm »

All Flesh Must Be Eaten rules, of course.
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SHAD0Wdump

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Re: All Flesh Must Be Eaten - ZOMBEHS
« Reply #3 on: October 09, 2009, 01:13:03 pm »

Which naturally not everyone here likely knows.
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Cthulhu

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Re: All Flesh Must Be Eaten - ZOMBEHS
« Reply #4 on: October 09, 2009, 01:27:22 pm »

Everything rules-wise will be explained the first session.  It's super-easy to learn.  It took me a week to get through Dark Heresy's rulebook, this one took me a day.

About 90% of the rules have been explained in the OP.  They're very simple.
« Last Edit: October 09, 2009, 02:06:30 pm by Cthulhu »
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SHAD0Wdump

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Re: AFMBE: Pen and Paper Zombie Apocalypse RPG on Gametable
« Reply #5 on: October 09, 2009, 03:28:59 pm »

This good? (revised)

Name:Sid Graham

Type:Norm

-Attributes-

HP:25
Endurance:17
Essence:14
Speed:6

Str:2
Dex:2
Con:1
Int:3
Per:5
Wil:1

-Q/D-

5(used)/6(all into traps)

<Qualities>
Fast Reaction Time 2
Acute Senses (hearing) 2
Hard to Kill 1

<Drawbacks>
Cruel1 1
Paranoid 2
Obsession 2 (obsessed about making tons of traps)
cowardly1 1


-Skills-

0

climbing 1
running 3 (dash)
instruction 4
notice 6
stealth 2
mechanics 6
weight lifting 2
traps 6 (2+6 drawback points)
« Last Edit: October 09, 2009, 07:22:37 pm by SHAD0Wdump »
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Cthulhu

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Re: AFMBE: Pen and Paper Zombie Apocalypse RPG on Gametable
« Reply #6 on: October 09, 2009, 03:48:32 pm »

That's one, anyone else?
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chaoticag

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Re: AFMBE: Pen and Paper Zombie Apocalypse RPG on Gametable
« Reply #7 on: October 09, 2009, 04:43:33 pm »

I'll bite, just as soon as I go to sleep and wake up. Just voicing interest at the moment.
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NUKE9.13

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Re: AFMBE: Pen and Paper Zombie Apocalypse RPG on Gametable
« Reply #8 on: October 09, 2009, 05:18:47 pm »

Due to CONTINENTAL DISPLACEMENT I have a little trouble connecting to Cluthu's hosting. But I do want to join. So here is my dude. We will see if he survives session one.
Excuse the formatting, for the forum is smaller than textpad.
Spoiler (click to show/hide)
« Last Edit: October 09, 2009, 05:22:42 pm by NUKE9.13 »
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tehstefan

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Re: AFMBE: Pen and Paper Zombie Apocalypse RPG on Gametable
« Reply #9 on: October 09, 2009, 06:19:03 pm »

This seems interesting. I'm not sure how good I'll be, but if its simple, I'm game.

Name: Reece Riley

Type: Norm

Attributes

2/3/2/4/3/3

Qualities


Fast Reaction Time (2)
Situational Awareness (2)
Hard to Kill (2)

Drawbacks

Reckless (2)
Clown (1)
Showoff (2)
Honorable (2)

Skills:

Dodge (3)
Survival (2) (Forest)
Guns rifles (3)
First Aid (3)
Medicine (3) (infections)
Running (2) (dash)
Running (1) (marathon)
Engineering (4) (Mechanical)
Engineering (1) Constructual
Swimming (2)
Steath (3)
Hand Weapon (3) (Sword)

Occupation: Mechanical engineer, he also works on construction from time to time, depending on if he needs work, which is rather rare. Its more of a hobby for him, designing buildings.

Background: Reece always been knocked around, even as a kid. He has a few problems, those being he's prone to leaping into situations without really thinking, and he likes to show off. As such, its been a rather interesting life. He's gotten into his fair share of fights, normally one sided against him. He's just recently moved here, fresh out of college, and working. As a kid, he was obsessed with swords, and finally managed to get a class. For a while, he considered being a doctor, but after getting deeper into it, he decided it just wasn't for him. It was about halfway though college when he started to hunt, and loved it, learning his way around firearms and the woods quite well.

Personality: Reece has two bad tendencies about him. He tends to be reckless, and jump into situations before he's ready, and two, he likes to show off. Those both had tended to get him the ire of people easily ticked off. Still, he does have a reason to show off at times, he's quite a smart guy. He knows his way around things he sets his mind too, and he doesn't show off if he's not good at it. It doesn't mean he isn't insufferable though. Also tends to not take things too seriously, perfers to mess around rather than be serious. Still, he's a good guy, and wouldn't shy away from helping people in need. He has a way of knowing whats around him, probably from charging into so many situations recklessly. As well, don't expect him to hurt people, that's the last thing on his list.

« Last Edit: October 09, 2009, 07:17:11 pm by tehstefan »
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Cthulhu

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Re: AFMBE: Pen and Paper Zombie Apocalypse RPG on Gametable
« Reply #10 on: October 09, 2009, 06:42:53 pm »

Honorable is a drawback, not a quality.  At the end of the world, it's a hindrance to have a personal code.
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Cthulhu

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Re: AFMBE: Pen and Paper Zombie Apocalypse RPG on Gametable
« Reply #11 on: October 09, 2009, 09:08:49 pm »

Doing a one-shot right now by myself to see how the combat system runs.  5 marines against 24 of your standard shambling headshot zombies.  They're holed up in a building but all the windows are broken and the zombies are closing in.  Only two zeds have been killed and I don't think the marines are gonna make it.

It's over, here's how it went.

Zombies broke all the windows and started coming in.  They killed three or four of them before a zombie got one of the guys by the throat and killed him.  The remaining four start backing into the center of the room, trying in vain to headshot zombies as they continue to close in.  They manage to get two or three.  The northernmost guy  breaks away from the group and gets up against the northern wall.  He shoots one and two more come after him.  Another guy gets up on top of a couch and starts shooting at them, while the sergeant has his back to the couch shooting.  The third guy almost gets his throat bitten out but barely survives.  He shoots his rifle's launcher at the southwest corner of the building, taking out 8-10 zombies and blowing a hole in the wall.  A few seconds later a zombie gets him by the arm and he passes out.  Six zombies surround the guy standing on the cough and really rip into him, biting a big chunk out of his leg and another out of his forearm.  He's still going, but barely, and the sergeant heads for the opening in the wall.  The wounded guy follows him, and drags the unconscious guy with him.  The northernmost guy is cut off from escape and continues fighting to the death.

Once outside, the wounded guy launches a grenade right into the center of the house, killing the soldier still inside and all but two or three zombies.  Knowing that his comrades are going to turn soon, the unscathed sergeant fires a burst into the wounded guy, killing him instantly.  He then walks up and kills the unconscious guy gangland-style.

5 marines, 24 zombies, only 1 survivor.

tl;dr:  Epic happened.
« Last Edit: October 09, 2009, 10:07:17 pm by Cthulhu »
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theevilmonk

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Re: All Flesh Must Be Eaten: Zombie Apocalypse P&P RPG
« Reply #12 on: October 10, 2009, 12:59:14 am »

Name:  ???

Background: has always had a hard time making a living, often resorting to stealing. when the zombies struck had a fun time looting for a bit until he realised just how big this was. after a while he started having bad nightmares. runs from anything that seems dangerous. and runs damned well

Type:Norm

-Attributes-

HP:30
Endurance:26
Essence:15
Speed:16

Str:2
Dex:5
Con:3
Int:1
Per:2
Wil:2

-Q/D-

5(used)/6 (5 into dex)
<Qualities>
fast reaction time 2
situational awareness 2
hard to kill 1

<Drawbacks>
cowardly 3
recurring nightmares 1
paranoid 2


-Skills-

running 6 (marathon)
Acrobatics 4
Climbing 4
dodge 4
escapism 4
running (dash) 2
lock picking 4

pick pocket 1
« Last Edit: October 10, 2009, 01:03:56 am by theevilmonk »
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Cthulhu

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Re: All Flesh Must Be Eaten: Zombie Apocalypse P&P RPG
« Reply #13 on: October 10, 2009, 12:13:46 pm »

That's four.  We could probably start with this and add the fifth when they get in.  The nature of the campaign makes it easy to add new characters to the group.

I need to know what times people are available, just tell me your time zone and what times you can play, and we'll figure out when we can do the first session.

Also, if you find a picture on the internet and want to use it as your guy's pog on the map, post it here and I'll make a pog from it.
« Last Edit: October 10, 2009, 01:33:20 pm by Cthulhu »
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SHAD0Wdump

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Re: All Flesh Must Be Eaten: Zombie Apocalypse P&P RPG
« Reply #14 on: October 10, 2009, 04:03:18 pm »

I'm usually available most hours of the day,though lately my schedule has been eeking forward a bit,also I'm going to be visiting a relative on Monday.

GMT -5 I seem to be waking at 12:00 PM until 1:00 AM
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