YotZ market research question(s)

Wolv0rine

First Post
For D20 Modern players (and primarily DMs), this is a Market Research attempt by myself for the Year of the Zombie product line. Specifically, adventure modules.

Now, given the presumption that you are going to initiate a YotZ game (whether it’s true or not, for the purposes of this thread, let’s assume it is), here are some questions I would like to ask:

Whether you’re transitioning from a pre-existing non-YotZ D20M game or starting the game right off with the intention of the Rising…
  1. What are the likely roles of your PCs? By this I don’t mean “Tough Hero, Fast Hero, etc”, I mean what are their roles in your game? Are they soldiers? Mercs? Agents of a secret Govt agency (Dept 7, etc), something else?
  2. How would you prefer to see the PCs introduced/involved into a YotZ adventure? They happen across it and have to figure out how to react on their own, they are ordered into the area/situation by some superior agent/agency, they already have an involvement in the situation and it occurs around them, etc?
  3. What is your opinion of the roles of the PCs being predetermined by the module? (i.e. “The PCs are members of the Red Talon Security force hired to protect a private community”, “The PCs are members of the 82nd Ranger division ordered into a riot zone to defend and protect the populace”, etc.)? Do you prefer the role of the PCs to be left undetermined, or do you not mind such an assumption by the module?
  4. Related to the above, what are you opinions on the PCs’ roles not being pre-determined by the module, but having the module give one or more options for roles the PCs could have?
Man I wish I could think of more right now, but its 4:17 am, and I’m tired. :)

Thanks to all who respond.
 

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Wolv0rine said:
  1. What are the likely roles of your PCs? By this I don’t mean “Tough Hero, Fast Hero, etc”, I mean what are their roles in your game? Are they soldiers? Mercs? Agents of a secret Govt agency (Dept 7, etc), something else?
  2. How would you prefer to see the PCs introduced/involved into a YotZ adventure? They happen across it and have to figure out how to react on their own, they are ordered into the area/situation by some superior agent/agency, they already have an involvement in the situation and it occurs around them, etc?
  3. What is your opinion of the roles of the PCs being predetermined by the module? (i.e. “The PCs are members of the Red Talon Security force hired to protect a private community”, “The PCs are members of the 82nd Ranger division ordered into a riot zone to defend and protect the populace”, etc.)? Do you prefer the role of the PCs to be left undetermined, or do you not mind such an assumption by the module?
  4. Related to the above, what are you opinions on the PCs’ roles not being pre-determined by the module, but having the module give one or more options for roles the PCs could have?
1) Likely roles are various locals that get involved as they try to survive and escape the growing zombie threat. Also, special ops sent in to buy time by clearing a specific community of all zombies and allowing local survivors to escape. Finally, Department 7 of my trouble solving organization, sent in to find out what's going on and do something to help deal with it.
2) For modules, I honestly don't care about the character hook much. If I can't use what I want to with the hook then I'll simply change it. I'm really good at that sort of thing. That said, I know some people will feel differently.
3) Modules always have incorrect assumptions written into them. I try to find them early on, so I know how much conversion I'll have to do to fit my desires. This is an expected downside to using someone else's adventure. As long as the encounters, connections, and concepts are good, I'll be pleased.
4) Options are wonderful. That said, don't leave it so open ended that there's no advice or guidelines for the DM. That seems obvious but I've got too many adventures that did that, and that I have actively discouraged others from acquiring.

If you come up with more I'll try to have more answers.
 

Excellent, thank you for your answers ValhallaGH (and if I can think of any more questions, I'll be sure to add them to the thread).

Come on people, 20 views and one guy has any opinions? Some of you who stopped to read must have thoughts on the matter. I'm trying to compile some info so that I can help Ralts write better adventures, here. :)
 

1. Most likely they would be 'normal' survivors with likely public service style backgrounds (EMT, Police, National Guard, etc). I would (at some point) consider running an all military game, but would be concerned about unit structure and leadership. If anything, in that regard, it would be more like Twilight 2000 than a well organized Army with global communications and command.

2. I think that all depends on the module, or series of modules. Low level modules for early in the campaign would be near rising - using hooks of getting the PCs together, while higher level modules would have an assumption that groups are already together and don't need the whole 'you meet in a tavern' hook.

3. I can't stand when modules do stuff like assume that PCs are part of some organization, unless its a defacto standard that is the same through EVERY module and is easily removed. Things like military command structure that changes every module and introduces new NPC supervisory charcaters (IE: a new division general every module) annoy me. Things like d20 Modern's build in 'Department 7' are acceptable because it's a standard across all the product line and can be easily removed. That being said, I'm also not much for "you have new orders from HQ that says you need to go to place ABC and do objective XYZ." But that's just me, and may not be the opinion of the masses.

4. When you have that 'hook' you should also have alternate hooks. For something like YotZ I would consider one hook for each (within reason) possible campaign type. One hook for an all military force, one hook for a 'survivors' game, one hook for secret gov't agency games, etc'.
 

1) I prefer a more common man aproach to the game. Although in thinking about it it might be fun to set up a campaign in which the PCs are criminals at the start.

2) I like survival horror. So, they are around when it happens to them and around them. For a module, I would want options so that if we were military or common people the module would have ways of doing both.

3/4) Yes, the more options and the more modular the module is the better.
 

*smiles* Great guys, keep it coming. Anything you can think of that I didn't ask, too. The replies are more useful than they probably seem on the surface. :)
 

Wolv0rine said:
  1. What are the likely roles of your PCs? By this I don’t mean “Tough Hero, Fast Hero, etc”, I mean what are their roles in your game? Are they soldiers? Mercs? Agents of a secret Govt agency (Dept 7, etc), something else?
  2. How would you prefer to see the PCs introduced/involved into a YotZ adventure? They happen across it and have to figure out how to react on their own, they are ordered into the area/situation by some superior agent/agency, they already have an involvement in the situation and it occurs around them, etc?
  3. What is your opinion of the roles of the PCs being predetermined by the module? (i.e. “The PCs are members of the Red Talon Security force hired to protect a private community”, “The PCs are members of the 82nd Ranger division ordered into a riot zone to defend and protect the populace”, etc.)? Do you prefer the role of the PCs to be left undetermined, or do you not mind such an assumption by the module?
  4. Related to the above, what are you opinions on the PCs’ roles not being pre-determined by the module, but having the module give one or more options for roles the PCs could have?

I play and run a fair amount of Dark Champions and frequently look for modules to use as ideas or aides in the game. I also own a fair amount of Dark Matter, CoC, and Delta Green so I believe that I am in your target... marginally.

1. Self motivated vigilantes (think Batman) for the primary group. Quasi-religious "supernatural" investigation team (think Hellsing) in the other. Finally, a government team.

2. Set the events in a city and just bullet point ways for the PCs to become involved.

3. I dislike the predetermined role unless the single module is something of a mega-campaign that takes the players from start to finish. I don't by adventure paths until they are all done because I want reviews before I invest that much of my time but a single mega-module can tempt if I get the shot to look through it.
 

Crothian said:
1) I prefer a more common man aproach to the game. Although in thinking about it it might be fun to set up a campaign in which the PCs are criminals at the start.

Did that. They had to bust out of jail, and then make it out of town. They weren't all criminals though. One was a former SWAT officer just back from suspension because of his tendency for violence. Needless to say, they took to YOZ "be quick or be dead" survival attitude like nobody's buisness :D They didn't stop to save anybody else, except for a guy forted up in a gunshop. And that was just plain common sense :D

Now to answer the OP:

1) I like the "Ordinary survivors aproach", but they have to have some special skills. You might recommend some typical archetypes: Police officer, gang member, carjacker, mechanic, doctor, etc.. Though cheerleader worked well enough for Becca IIRC :D basically 99% of the ordinaries are going to become brain-stew, those that survive ought to be extraordinarily lucky or have specialized skills.

2) Caught in the middle. Part of the appeal is figuring how to get the hell out of dodge, after you make some sense of what is going on. At least to me.

3) and 4) I prefer 4)
 

Hmm, so no one else willing to jump in with opinions on the matter? Remember, this isn't just a question of running a core YotZ game. You can transition a 'normal' D20M game into a YotZ campaign just as well as starting right out with the intention ofZero Hour and the Rising.

And along those lines, Sylvia mentions once in an offhand comment in the Diaries of Becka that "this has happened before", smaller isolated events that didn't last long and were put down and covered up (of course, a reference to the original Night of the Living Dead). How would you, as GMs, feel about an "Adventure Path" along those lines? A limited duration, small outbreak of the Rising that can be put down and covered up, that could be inserted into your otherwise non-YotZ D20M game?
 

Wolv0rine said:
How would you, as GMs, feel about an "Adventure Path" along those lines? A limited duration, small outbreak of the Rising that can be put down and covered up, that could be inserted into your otherwise non-YotZ D20M game?
Me, I'd love the idea. It's always a fun idea, and if the situation is set up correctly, and well designed, then I could use it in just about any campaign I choose to run, even one that won't ever end up near YotZ-land.
 

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