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Zombi
Zombi
Paul Seyfarth
Roll – When the MC tells a player to roll they roll 2d6 AKA 2 six
sided dice and add the modifier listed for that move on their
character sheet.
Traits – Traits are aspects of the character that alter the rules.
Generally they expand or add a bonus to a move. But they
might add a new move or change the rules for that character in
some defined circumstances.
Gear: write down what you think you have with you. Nobody
owns property anymore so keep it down to what you have on
your person. The MC will edit this list when you’re done. Any
outrageous items the MC has to remove result in a condition at
the start of play.
Once the characters are set you should have one last discussion
to set the scene. The first scene should include all the
characters. The MC will describe the situation in more detail.
Play!
Remember these are just examples you’re encouraged to interpret
any of the bags and traits differently and make up your own.
Bags
Carpenter - Can build and modify structures with rig. +3 rig, +1
to struggle and Reckon.
Cop – Double clears when armed with police gear. +2 to clear,
+1 to suss, struggle, and tend.
Criminal – Can use shenanigans to rig for any destructive
purpose. +2 to Shenanigans, +1 to clear, suss, and flee.
Dad – Can use Tend for shenanigans when dealing with kids.
Tend +3, +1 rig & suss.
Gamer - +2 to shenanigans, +1 to Rig, Reckon, and parlay. Can
use shenanigans to flee.
Garbage Man – +3 Struggle, +1 to Rig and something. Garbage
men can drive commercial vehicles.
Kid - +2 flee, +1 shenanigans, parlay, and struggle. Kids are tiny
and can flee into or hide in places others cannot.
Lawyer - + 3 to parlay, +1 to reckon and something. Can use
parlay to lie.
Mechanic – +3 rig, +1 flee and something. Expands rig to
include repairing complex machines.
Nurse - +3 to tend (can tend to dying characters) +1 to parlay
and reckon.
Teacher – Can use tend to grant XP given time and security. +2
to reckon, +1 to tend, parlay, and suss.
Vetrinarian – Can use tend foranimals, can tend to dying
characters. +3 Tend, +1 Reckon and parlay.
Traits
Shit Kicker - +2 to Clear
Parkour - +2 to flee
Maker - +2 to rig
Tenderheart - +2 to Tend
Silvertongue - +2 to Parlay
Philosopher - +2 to Reckon
Strings
Only the first strings really need questions. The questions are
important though as they paint the picture of how everyone knows
each other and what the group dynamics are.
Strings are a double edged sword. At times you will want to give
out a string and at other times you will wish you didn’t have to.
Strings can be give to and received from characters controlled by
the MC as well. Since MC characters don’t roll dice Strings are
spent to alter their responses. By spending a string from an MC
character you can force the MC to offer an alternative scenario.
How to run a fucking game
Running a game is like flying a kite. Too little tension and it falls
flat. Too much tension and you never see how high it could go.
Players need space to explore their characters in order to bond
with them. You can’t truly inhabit a role if the character runs
from one fight scene to the next. There need to be scenes
where the characters talk or build or kill downtime. Players also
bond with their characters when they achieve success in the
course of play. This bonding makes it more meaningful when the
character gets eviscerated by zombies or murdered by a
rampaging motorcycle gang.
Setting
The first night of the living dead takes place in a farmhouse.
This is pretty ideal for a starting MC. It doesn’t have to be
sprawling or complex, it is easier to manage an isolated setting.
The two most important components of setting are
Character Creation
Making the characters should be like falling out of a tree. It is
largely in the hands of your players and when it’s done yu will
probably feel a bit beat up. You should be familiar enough with
the rules to guide players who didn’t read the rules through the
process. Make sure the players talk to each other before they
start writing. In fact, it is probably best if you wait to give out
character sheets until after everyone has a concept on the table.
The Kicker
So you’ve got a location filled with people who have dynamic
interconnections. Now you need to make it clear this is a fight
for survival. Traditionally this involves putting one or more of the
characters in grave danger. However the strings might point to a
tension filled interaction that is already ripe. Either way, the first
scene should involve immediate danger.
Fronts
In a zombie story there are always zombies trying to eat your
flesh. Zombies are the best default threat to introduce whenever
you need a threat. However, relying entirely on zombies is
incongruous with the traditional zombie narrative. In fact other
survivors, hunger, sleep deprivation, paranoia, the government or
lack thereof (no 911), etc. often prove more troublesome than the
zombies.
Climax
The climax starts when only one or 2 of the original characters
remain. Any hidden fronts should emerge. And all the fronts
should join, roil, and interplay. It is often better not to kill off all
the remaining characters during the climax instead leaving some
to witness the destruction and despair and envy the dead and
stuff like that. This can also give a starting point for the next
game.
Is it important?
Often a player will state the move they want to make and leave it
at that. This is boring. It is better to make them give a
narrative and let the MC say when it’s a move.
Hard bargain means you offer the player what they want for a
cost (a condition, lost gear, etc.) but give them an opportunity to
back out gaining nothing and eschewing the cost, or (in the event
of an extremely risky or bad plan) paying a reduced price. Mixed
Result is just like a hard bargain but there is no opportunity to
back out.
Strings
Strings are mostly player business. In most games it is up to the
GM to advance the characters and give them XP. In Zombi the
players depend on each other to advance their characters. When
a character controlled by the MC gets a string spend it fast,
make an XP request from the MC character’s best interest (MC
characters tend to die off and there are likely to be precious few
advances.)