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Dawn of the Dead in D&D?
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<blockquote data-quote="Janx" data-source="post: 1906810" data-attributes="member: 8835"><p>Well, here's how we did a Zombie game:</p><p></p><p>player background:</p><p>It's september, and on of my players has a birthday. He likes zombies and zombie movies. So we all got him a cheap zombie movie (each of us). And then we dressed up as zombies. He liked it. Then we played our d&d session. which also had zombies...</p><p></p><p>game background:</p><p>the party is about 5th level. Previously in the game, the elves had wiped out various colonies. Now that the war is over, the party has been sent to check on one of those colonies...</p><p></p><p>The colony in question, happens to have an odd anual ritual. One that didn't occur, since it had been wiped out. There's a temple, with a crystal. And basically, that crystal sort of renews time, or at least it moves things back in time and resets things...kind of. Which basically ended up reanimating the city where the players are rebuilding with the surviving refugees.</p><p></p><p>So the plot's pretty simple, zombies start showing up, and after some figuring out, the players will run to the temple and perform the ritual. All while fighting and running from zombies.</p><p></p><p>Now as a straight through story, that's kinda ho-hum. There's a logic to it, but its pretyy typical. Which is where the twist comes in. The players have also been affected by this time renewal. So they don't get to experience the adventure in the boring linear format. Instead, we cut them back and forth from in the boarded up house, to barring the temple door, to a sunny day on the dock, greeting a merchant who's come to port, to running down the alley with zombies on their tail. And so on.</p><p></p><p>Basically, there were three stages, getting out of the house, running through the city, getting through the temple. And I basically cut back and forth after they resolved a basic segment and took action towards the next thing (like going into the next room).</p><p></p><p>They liked it. There were some calm cut scenes, talking to merchants (in the past). They even got some cool causality effects like: they started in the front room of the temple alone, having just barred the door from some zombies. Cut to the house. they leave the house with some civillians. As the game progressed they got into the temple with the civillians. A later cut scene puts them on the dock where two of the PCs arrive (from a trip previous game to get some supplies for the town), and they realize, hey, let's head to the temple now. Cut to the temple, sans civillians, and different time of day. Funky stuff.</p><p></p><p>Part of the odd time distortion was that their wounds would remain. Basically, they were physically travelling through time, occupying the place they were originally. The time hops were short distance. Namely within the last day or so, except for a few farther back hops (a couple months, to a couple weeks). The longer hops allowed me to fill in back story on how they got there, and give them a chance to collect details about the problem.</p><p></p><p>janx</p></blockquote><p></p>
[QUOTE="Janx, post: 1906810, member: 8835"] Well, here's how we did a Zombie game: player background: It's september, and on of my players has a birthday. He likes zombies and zombie movies. So we all got him a cheap zombie movie (each of us). And then we dressed up as zombies. He liked it. Then we played our d&d session. which also had zombies... game background: the party is about 5th level. Previously in the game, the elves had wiped out various colonies. Now that the war is over, the party has been sent to check on one of those colonies... The colony in question, happens to have an odd anual ritual. One that didn't occur, since it had been wiped out. There's a temple, with a crystal. And basically, that crystal sort of renews time, or at least it moves things back in time and resets things...kind of. Which basically ended up reanimating the city where the players are rebuilding with the surviving refugees. So the plot's pretty simple, zombies start showing up, and after some figuring out, the players will run to the temple and perform the ritual. All while fighting and running from zombies. Now as a straight through story, that's kinda ho-hum. There's a logic to it, but its pretyy typical. Which is where the twist comes in. The players have also been affected by this time renewal. So they don't get to experience the adventure in the boring linear format. Instead, we cut them back and forth from in the boarded up house, to barring the temple door, to a sunny day on the dock, greeting a merchant who's come to port, to running down the alley with zombies on their tail. And so on. Basically, there were three stages, getting out of the house, running through the city, getting through the temple. And I basically cut back and forth after they resolved a basic segment and took action towards the next thing (like going into the next room). They liked it. There were some calm cut scenes, talking to merchants (in the past). They even got some cool causality effects like: they started in the front room of the temple alone, having just barred the door from some zombies. Cut to the house. they leave the house with some civillians. As the game progressed they got into the temple with the civillians. A later cut scene puts them on the dock where two of the PCs arrive (from a trip previous game to get some supplies for the town), and they realize, hey, let's head to the temple now. Cut to the temple, sans civillians, and different time of day. Funky stuff. Part of the odd time distortion was that their wounds would remain. Basically, they were physically travelling through time, occupying the place they were originally. The time hops were short distance. Namely within the last day or so, except for a few farther back hops (a couple months, to a couple weeks). The longer hops allowed me to fill in back story on how they got there, and give them a chance to collect details about the problem. janx [/QUOTE]
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