Vegedus wrote:
But, anyway, you don't want that, cool cool. A different question, then: What makes your game fun? If the system doesn't mess with any standards of roleplaying, what does it do? Does it have any fun tactical play, or something like that? I couldn't really spot any when reading through it. It seems like you just make lots of checks, for all sorts stuff, which isn't especially exciting. I get that you want to make it simple, but I think for instance combat could have more options without adding much to the complexity, if done right. I get the sense that it's a rather boring case of "roll to attack, roll to attack" ad nauseam, like so many other systems. As someone who's played a decent lot of board games, I'd say you can make something tactically and fun, while being very simple, if you're smart about it.
Nah that's cool. It's not a serious project or anything so I'm good with questions and people ripping it apart.
The game itself is just a neat little zombie apocalypse simulator, or it was when it started. So it is (Was?) all about resource management and yeah, somewhat tactical combat. It's not especially deep because it wasn't designed as a full-on game. It's more something with used to wind down after a D&D session. The way my group plays is that we usually have a set of goals or objectives to achieve in a session, whether GM set or player set. This is just something we bust out when we're done but don't want to go home yet.
Like I said, originally it was a zombie simulator, and will be again. The rules are just for combat at the moment and the scenario provided is purely to introduce people to the mechanics without going all sandboxy. I originally had (Scrapped due to mechanics changing) a city map with zones marked out for looter and zombie severity which morphed over game time to show a "shift" in movement.
It basically boiled down to having a goal (create a community or escape to a certain area, or survive for <x> weeks) and seeing how well players survived in that approach. Combat is designed so players are pretty much rubbish to start, and even with a tonne of training still stand a chance to die very easily. Resource management is the name of the game, with bullets, bandages and rations being very sparse (They were originally rolled on an item chart). So there was the whole "we can avoid this area and save ammo and stuff, but it might have food in there... decisions".
The rules are very sparse, because I wrote them with my players in mind, and they're very used to doing stupid shit. It's not in the rules but one of my players found a grenade, promptly got the group to go to a workshop and found nails a sticky tape to turn it into a shrapnel grenade, which I ruled as doing damage to creatures in a wider burst. Shit like that.
In general, there's nothing special about this game. I'm not going to sit here and tell you that this game revolutionises RPGs, 'cause it doesn't. It's just a fun, stupid little simulator that I spent a couple days working on (Five minutes here, ten there sort of thing) and a few sessions testing out to make sure the numbers weren't stupid out. So uh, don't bother with it if you're expecting the next big thing to play.
It's better than Rifts though
