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the suurvivors War of the dead:war of the dead

Values of Survival
A fan-created narrative rules addition for the War of the Dead campaign for Pin-
nacle Entertainment’s Savage Worlds role-playing game, by Emiricol
dependants; traits of a particular friends, mentors, etc), places
Personal Values religion or philosophy (thou shalt (where one works, grew up, went
to school, etc), things (Grandma's
not steal, for example); or general
One of the important things about attachments to a location or item heirloom ring, dad's urn, the only
a setting such as the one presented such as a bulky urn of the PC's fa- picture of a missing relative, etc),
in War of the Dead is to explore and ideas (Religious tenets, person-
ther's ashes.
how the unraveling of society af- al philosophies, and goals). These
fects people who must try to live However, there is a third option, should be defined in loose terms,
through it. It is often challenging inspired by some popular narrative a simple short sentence describing
to balance one's humanity and val- games, which we will present here. that Value. This is a collaborative
These rules are simple and remain process and the entire group and
ues against the pressing needs of GM should be present. Competing
simple survival. Does a character in the spirit of Savage's World's
Values are perfectly OK, but players
risk life and limb to come to the aid FFF! philosophy, but greatly aid
and GM may need to collaborate if
of a family member who may be a players and GMs in making a char- they want to be inter-dependant.
hindrance to their survival efforts? acter's values mean something in We recommend each starting PC
Can the character's religious be- game terms. Keeping to these val- have at least one Value related to
liefs or life philosophy survive the ues may cost the PC but they will at least one other character. It is
onslaught of Living Dead? It is im- also make the PC stronger; aban- important for GMs to ensure these
portant to the horror genre to ex- doning their values when it is easi- Values are both general enough to
plore these themes. est to do so may spare the PC's ba- be brought into play regularly, and
con, but will have a psychological specific enough to show exactly
Players have several options cost. These rules may better model when it is really important to that
for bringing these issues into the character. Everyone wants World
a character's descent into barba-
game and reinforcing the role-play Peace, but people die for the cause
rism, or their stubborn refusal to of peace in Darfur.
with mechanics. Firstly, the Sav- give up their humanity in the face
age Worlds rules already include of overwhelming evil. Each Value can have a rating of
a variety of Hindrances that could one or more, showing just HOW im-
be used to reflect this such as Code portant it is to the character (and
of Honor, Greedy, Loyalty and so GAINING VALUES also showing the GM how much the
player would like to focus some of
on. They provide a solid role-play
guideline for the PC, and many GMs Each character gets between 3 and the storyline on that aspect of the
7 Values points. To reflect typical character). Each point in a Value
will award bennies for good role- decreases the total available Value
play, but they may not be enough tendencies in different age groups,
the default is 5 Value points while points by 1.
for every gaming group, in motivat-
those with the Young hindrance get Care should be taken that Values
ing battles of will, conscience, and
3, and those with the Elderly hin- of Hindrances don't overlap too
mechanically benefiting players much, although that too could be
and giving GMs solid roleplaying drance get 7. (Alternatively, give 3
Value points to start, and add one interesting in game play.
hooks.
or two Value points for each new
A second option is to allow from
1-3 unique Hindrances that do not
Rank the character earns.) USING VALUES
result in bonus points, and which
must be selected from a GM-deter- DEFINING VALUES There are three ways for a player
to use Values, each subject to GM
mined list of themes. Possible ideas approval before use. Values can be
The most typical Values are peo-
include family members, friends or spent before a roll to increase one
ple (parents, children, boyhood

War of the Dead is © 2010 Daring Entertainment, LLC. All rights reserved. War of the Dead, Daring Entertain-
ment, and associated logos are trademarks of Daring Entertainment, LLC This game references the Savage Worlds
game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associ-
ated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle
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makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
Joe DelJanovan (order #2938608)
war of the dead the survivors
of the dice by one step. Values can benny they already have, to deny
be spent after a roll to either re- the compulsion - taking the easy
way out, but sapping the charac-
SUMMARY
roll one die, or add +1 to the final
result. And finally, a Value can be ter's human spirit at the same time. With the addition of a few sen-
used to automatically throw off the This use of Values by the GM should tences about what the character
be limited to important decisions values, a lot of depth can be added
effects of being Shaken, instanta-
and character-defining moments. to the character and to the game
neously. After each use of a Value,
check off one of the points assigned play. PCs can be engaged with the
to it. When all the points are used, EVOLVING VALUES plotline in a more "personal" way.
And, a tension is built up between
no more are received except by GM
action (see below), or at the end of After each major campaign seg- a character's personal beliefs and
the session (each Week's install- ment is completed, players and enlightened self-interest, when the
ment in the WotD serial campaign). GMs should sit down to redefine world disintegrates in the War of
Note that the GM must determine Values by either moving 1 Value the Dead.
the task at hand somehow direct- point between two existing Values
ly relates to the character's val- or one existing value and another,
ues, and only those Values can be new Value. Or, by changing one Val-
checked off (used). ue to something else. For example,
a character may decide they aren't
GMs can also use a character's
Values. The GM can compel the so loyal to Uncle Bert after all, but
PC to follow its Values in a given have a newfound loyalty to another
situation by offering a benny; if the PC; a point would be removed from
player takes the benny, the PC must "Looking Out for Uncle Bert" to the
stick to its guns on the issue. Alter- new Value, "Always Has to Rescue
natively, the player can sacrifice a Lisa" (another PC).

Where were you the day the Earth died?


War of the Dead: Chapter One— available in electronic format through
the PDF store at www.daringentertain.com, and in print from our part-
ners at Cubicle-7 Entertainment.

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Joe DelJanovan (order #2938608)

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