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Dawn of the Dead in D&D?
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<blockquote data-quote="barsoomcore" data-source="post: 1906223" data-attributes="member: 812"><p>I ran a zombie adventure on Barsoom that went over REALLY well. The players were 10th level, although no clerics since such things don't exist on Barsoom. So I didn't have that worry.</p><p></p><p>The set-up is really important. You need a good supply of NPCs, with real personalities, for the players to interact with early on and then get killed in horrible ways.</p><p></p><p>What I did was have my party come across a village that was on the edge of a bad guy's territory and so said bad guy had decided to send a plague of walking dead against it. Our heroes arrive in the town and deal with an angry ghost out by the duckpond, get to know the locals who are all pretty good folk, and then zombies attack!</p><p></p><p>It was great fun. I had an initial incursion repelled pretty easily, but they knew that more were coming and set about setting up defensive works in the town, rigging buildings to burn and boarding up windows. Some intra-party conflict resulted in not all the defensive works getting built to the needed specifications, and they paid for that later. I also had a BBEG standing off a little ways and directing the zombies, to provide for a good final fight and a little break from all the zombie-killing.</p><p></p><p>My players had a lot of trouble grasping basic zombie-fighting tactics. They kept going outside, getting surrounded and then having to save each other. Very amusing.</p><p></p><p>Really pack the zombies in when things get going. Fill EVERY square on your battlemat with those creepy ghouls! Attacks of opportunity alone can really tear a group up if they're not paying attention. I ruled that zombies not in combat could pack themselves together even tighter, so there were actually two per square, and that half would get pushed back to create a normal 1/square in any area where a PC might be threatened. You just never run out.</p><p></p><p>It has to get hopeless. There has to be a point where your heroes look out over the world and see nothing but a sea of undead horrors and say to each, "There's no way out."</p><p></p><p>Now, D&D is not a horror game so you may want to provide a way out (like, say, a BBEG waiting in the wings who can be killed, thus stopping the whole bad process), and as soon as you do that, a lot of the fear abates. But it's D&D, right? Not CoC.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 1906223, member: 812"] I ran a zombie adventure on Barsoom that went over REALLY well. The players were 10th level, although no clerics since such things don't exist on Barsoom. So I didn't have that worry. The set-up is really important. You need a good supply of NPCs, with real personalities, for the players to interact with early on and then get killed in horrible ways. What I did was have my party come across a village that was on the edge of a bad guy's territory and so said bad guy had decided to send a plague of walking dead against it. Our heroes arrive in the town and deal with an angry ghost out by the duckpond, get to know the locals who are all pretty good folk, and then zombies attack! It was great fun. I had an initial incursion repelled pretty easily, but they knew that more were coming and set about setting up defensive works in the town, rigging buildings to burn and boarding up windows. Some intra-party conflict resulted in not all the defensive works getting built to the needed specifications, and they paid for that later. I also had a BBEG standing off a little ways and directing the zombies, to provide for a good final fight and a little break from all the zombie-killing. My players had a lot of trouble grasping basic zombie-fighting tactics. They kept going outside, getting surrounded and then having to save each other. Very amusing. Really pack the zombies in when things get going. Fill EVERY square on your battlemat with those creepy ghouls! Attacks of opportunity alone can really tear a group up if they're not paying attention. I ruled that zombies not in combat could pack themselves together even tighter, so there were actually two per square, and that half would get pushed back to create a normal 1/square in any area where a PC might be threatened. You just never run out. It has to get hopeless. There has to be a point where your heroes look out over the world and see nothing but a sea of undead horrors and say to each, "There's no way out." Now, D&D is not a horror game so you may want to provide a way out (like, say, a BBEG waiting in the wings who can be killed, thus stopping the whole bad process), and as soon as you do that, a lot of the fear abates. But it's D&D, right? Not CoC. [/QUOTE]
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