That missed the mark though.
All of the other people are in the same boat on those kinds of things & that's why they choose to be dangerous. It's hard to sell that same boat not enough resources idea when the PCs don't need any of those resources or even the boat. You also get the occasional episode or couple scenes showing details into how those groups are handling their issues but that doesn't really work out in gameplay either
- Twd characters do not easily recover from injury and fatigue - The same is not true of PC's
- Twd characters have actual dietary needs not met through little more than photosynthesis - PCs?.... Not do much.
- Twd characters need a safe place to rest and engage in any sort of civilization activity like growing crops in a greenhouse or something. - the PCs.... Lol, civilization can burn because they don't actually need anything from it past starting gear
- Twd characters have social needs for sanity - that doesn't really map well to gameplay though
- Twd characters very much want to recover some of the collapsed civilization like electricity running water refrigeration AC etc - PCs previously could sub in magic item churn expectations and similar as an analog but not anymore.
- In Ted the characters mostly stay out of bombed cities and stay far from the massive herds even when doing otherwise would dramatically simplify things if it were an option - those threats don't map well to gameplay at all because the risk is effectively "avoid it or rocks fall everyone dies"
Those things put it in the survival genre, not horror. You can still do that in D&D, it's not that hard, you just need to limit magic items and options for short and long rests. A lot of people aren't interested in playing that style of game though.







