TheSword
Legend
So I’ve become slightly obsessed with the computer game 7 Days to Die, which was sold to me as Minecraft for adults… and boy does it deliver.
There are a couple of key ingredients. My question is, could these be applied to a D&D campaign to evoke the same feelings.
My question is… could this be the structure of a D&D campaign…
… discuss!
There are a couple of key ingredients. My question is, could these be applied to a D&D campaign to evoke the same feelings.
- The world is post apocalyptic - a zombie plague has destroyed civilization and there are very few survivors
- Zombies in the daytime take on a variety of forms and behave in different ways. Most are relatively slow but can do a fair bit of damage when they get up close. Most can be dispatched at range. Occasionally a struck a zombie turns feral, or begins feral and can sprint and attack faster.
- At night, all Zombies turn feral and sprint. It’s very easy to be ganged up on at night. They can also get a feral sense which means they always know where players are.
- There a traders that reward completion of quests with improved resources. They also barter for resources and tools.
- The whole world can be interacted with for resources. Players can learn skills to be better at adapting these skills and can learn recipes for new tools.
- You can build with various materials of increasing toughness but the game used redimentary physics. Unsupported structures collapse damaging anything or anyone on them as they do. Zombies can and will attack supports if they can’t get to the player.
- Here is the killer… in the evening of every 7th day when the sun goes down, the moon turns blood red and waves of dozens of feral zombies spawn in and attack the player… if they can’t reach the player they will keep attacking whatever is in its way until it brings the object and the player down. The more weeks that pass the bigger this horde gets with tougher enemies too.
My question is… could this be the structure of a D&D campaign…
… discuss!