My next RTD is going to be a zombie survival thing. But like Zomboid its the story of how you died. 4 Players will be in each "Story", by a certain amount of turns they will die. Its not just a "randomly get shot in the face" kind of death but more of a "die saving the others from an explosion" death. Alternatively, at the start I could randomly pick a player to be the "Savior" or the "Traitor". Nearing the end of the Story either the Savior will attempt to sacrifice himself for the rest, or the traitor will screw everyone over and get away.
Thoughts?
Three thumbs up? Sounds like an interesting idea.
Right now im making the rules. Currently everyone is expected to die, but depending on how the traitor/savior acts a few may survive. For example the group has managed to make it to an evac point, but the military is nowhere to be found. After accidently setting off a loud alarm inside the building a large horde is alerted to where they are. There is no escape, they cannot fight off the horde. Death will be certain. Then the Savior/Traitor will have a chance to do something special. If there is a Savior then he can say to the rest "Get out of here! I'll distract them!" he could think of a plan to find out on how to distract them. Lets say he tries to distract them with a large explosion, he looks for explosive materials and succesfully makes an unstable explosive. He then gets to the roof of the building and starts throwing explosives off the top of it. If he is getting succesful rolls then the horde should be more focused on attacking him. The other three escape without the horde noticing them. The horde slowly advances to the roof and the Savior is killed. The Savior is then dead and cannot come back, no revives nothing. But the other 3 can advance to the next story. Saviors won't occur that often though, traitors will, and there is also a chance for neither of them appearing.
Applying the above scenario, the traitor will try to play it out differently. It will also be hard playing as the Traitor since you have to make the others think that you aren't planning to betray them. So for example the group is trapped in the building with an alarm blaring, horde outside waiting to eat them. He thinks up a plan, he decides that he is going to start a fire in the building, distracting the horde and the group, and escape. He succesfully lights part of the building on fire, the survivors are trapped inside that particular part of the building. The horde of zombies focus on that part of the building. The 3 die, but the traitor slips out the backdoor. The Traitor then plays in the next story.
Does this sound good so far? Any suggestions?