Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Help: Surviving Night of the Living NPCs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wik" data-source="post: 4961391" data-attributes="member: 40177"><p>A few ideas.</p><p></p><p>First, yeah, I'd make it "get out, or bust". That's the way to go, because it keeps things moving. </p><p></p><p>Second, if a guy dies, he becomes a zombie.... or, as I like to say it, "Co-DM!". Let him turn on his former comrades.</p><p></p><p>Third, pacing is fine. Just so long as you're aware of it, you're good to go. If the players are all having fun, roll with it. </p><p></p><p>Fourth, it's a great idea.</p><p></p><p>I'd keep the XP incentive for making it out alive, but lose the XP incentive for the whole group getting out. Make the XP reward equal to an individual quest reward. To keep things more "zombie movie esque", give each NPC a backstory, and a goal in that backstory that if they accomplish, they get an additional reward (provided they make it out alive). </p><p></p><p>Make those rewards run counter to the group goals. Ie, "You hate NPC 2, because he is you 'baby daddy', and doesn't pay child support. Teach him a lesson by letting him get turned into a zombie" or "Geez. You've been bitten. You're already feeling sick. Hide this from the other characters - maybe there's a cure in that temple?"</p><p></p><p>This way, the PCs can try to get out of town (which is fairly easy), but forces within the group will try to push towards their own goals (ie, both NPCs detailed above might want to go to the temple... the first because there are a lot of zombies, and she wants to use the commotion to make sure NPC #2 dies, while the second is hoping for a cure).</p><p></p><p>This is, of course, core to how zombie movies work - the zombies are never really the problem... humans themselves cause the problems (seriously. If you watch any zombie movie, only about half the people are ever killed by zombies... the rest are killed by human stupidity/greed/passions). </p><p></p><p>Finally, I'd make each NPC along the lines of a companion character, with hit points, an at-will, a power of some sort, and so on. Here's the thing - PCs with 10 hit points might try to do stuff that a minion would never do... while 10 HP isn't anything (and you can make sure all the rolls behind your screen always go at least 10 HP), but it at least provides the illusion of a safety net, allowing PCs to do more than just "I run away", which is kind of boring against slow zombies.</p><p></p><p>Introduce mini-quests along the way. Other survivors boarded up - should the NPCs try a rescue? Or do they watch as the zombies break in and tear them to shreds? ("Good idea we ran, instead of holing up!"). And try to set up encounters so that players can come up with "clever" solutions that you "never would have thought of".</p><p></p><p>Seriously. I once put a decaying temple with a collapsing roof, held up by columns... and then acted surprised as hell when one of the players decided to knock out the columns (even though I knew he would). He felt clever and was rewarded for his efforts. Do that with your zombies, just don't be obvious. The tiefling finds a bunch of liqour bottles in the bar - could he use them as molotovs? ("Gee, I guess so..." you say, smiling to yourself as you look at your notes on exploding booze bottles). </p><p></p><p>Another tip would be to prepare for a TPK. Players could even enjoy it - I'd suggest allowing players to describe their own death (with a potential small XP reward if they do a good job?). They'll love it, because they have no attachment to the character. And if the real PCs get to meet that zombified NPC later, so much the better.</p><p></p><p>And, finally, I assume the REAL PCs will be entering the town? If so, make sure your NPCs hit all the important settings for the adventure on their way out. Foreshadow events so that the PCs get to see things later on. Use your vignette to introduce as many plot elements as possible.</p><p></p><p>Hope some of my ideas help. Sounds like a great adventure.</p></blockquote><p></p>
[QUOTE="Wik, post: 4961391, member: 40177"] A few ideas. First, yeah, I'd make it "get out, or bust". That's the way to go, because it keeps things moving. Second, if a guy dies, he becomes a zombie.... or, as I like to say it, "Co-DM!". Let him turn on his former comrades. Third, pacing is fine. Just so long as you're aware of it, you're good to go. If the players are all having fun, roll with it. Fourth, it's a great idea. I'd keep the XP incentive for making it out alive, but lose the XP incentive for the whole group getting out. Make the XP reward equal to an individual quest reward. To keep things more "zombie movie esque", give each NPC a backstory, and a goal in that backstory that if they accomplish, they get an additional reward (provided they make it out alive). Make those rewards run counter to the group goals. Ie, "You hate NPC 2, because he is you 'baby daddy', and doesn't pay child support. Teach him a lesson by letting him get turned into a zombie" or "Geez. You've been bitten. You're already feeling sick. Hide this from the other characters - maybe there's a cure in that temple?" This way, the PCs can try to get out of town (which is fairly easy), but forces within the group will try to push towards their own goals (ie, both NPCs detailed above might want to go to the temple... the first because there are a lot of zombies, and she wants to use the commotion to make sure NPC #2 dies, while the second is hoping for a cure). This is, of course, core to how zombie movies work - the zombies are never really the problem... humans themselves cause the problems (seriously. If you watch any zombie movie, only about half the people are ever killed by zombies... the rest are killed by human stupidity/greed/passions). Finally, I'd make each NPC along the lines of a companion character, with hit points, an at-will, a power of some sort, and so on. Here's the thing - PCs with 10 hit points might try to do stuff that a minion would never do... while 10 HP isn't anything (and you can make sure all the rolls behind your screen always go at least 10 HP), but it at least provides the illusion of a safety net, allowing PCs to do more than just "I run away", which is kind of boring against slow zombies. Introduce mini-quests along the way. Other survivors boarded up - should the NPCs try a rescue? Or do they watch as the zombies break in and tear them to shreds? ("Good idea we ran, instead of holing up!"). And try to set up encounters so that players can come up with "clever" solutions that you "never would have thought of". Seriously. I once put a decaying temple with a collapsing roof, held up by columns... and then acted surprised as hell when one of the players decided to knock out the columns (even though I knew he would). He felt clever and was rewarded for his efforts. Do that with your zombies, just don't be obvious. The tiefling finds a bunch of liqour bottles in the bar - could he use them as molotovs? ("Gee, I guess so..." you say, smiling to yourself as you look at your notes on exploding booze bottles). Another tip would be to prepare for a TPK. Players could even enjoy it - I'd suggest allowing players to describe their own death (with a potential small XP reward if they do a good job?). They'll love it, because they have no attachment to the character. And if the real PCs get to meet that zombified NPC later, so much the better. And, finally, I assume the REAL PCs will be entering the town? If so, make sure your NPCs hit all the important settings for the adventure on their way out. Foreshadow events so that the PCs get to see things later on. Use your vignette to introduce as many plot elements as possible. Hope some of my ideas help. Sounds like a great adventure. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help: Surviving Night of the Living NPCs
Top