April 21

Z Day +2

Following on from the last session.

The intrepid survivors make an unscheduled stop at a truck stop so they may repair a damaged tire on the bus.

While there they encounter two members of a motorcycle gang plundering the truck stop. After brief negotiations the group secures needed supplies and proceed to investigate a small shopping mall.  The mall yields some further supplies.

Heading back to the bus the sound of gunfire can be heard in the truck stop. A quick look through the front door yields a grisly sight,  a horde of zombies overwhelms the two gang members.

A decision is made and the party leaves only to return a couple of hours later to secure the truck stop, during which one of the party is bitten.

March 27

Dealing with the apocalypse

I’ve always looked at a zombie apocalypse game and wondered what is the best way to play it.  Do you do it as though the zombies don’t exist in modern cinema and the players are reacting to the threats anew or do you embrace the genre and say the films have been made?

Since session two of the campaign has come to a close and after a player specifically asked me the question I decided to go with the latter option; George made his movies so the head is a suspected weak point for them.  That isn’t to say that there aren’t going to be surprises for the party as having everything like the movies can become predictable.

With one of the group seizing the initiative the party has made inroads into obtaining supplies and gear for the long haul.   Which I think is a good thing as what I have to unleash is a sandbox environment with its own strengths and weaknesses.  As an aside, I do like the sandbox style of play but you do need a spine to hang it off.  I understand that some sandbox computer games can leave the players wondering what to do as there can be too many choices or too much freedom.

So the party has left the woodland camp and is off in search of a nearby roadside diner.

 

 

March 23

New campaign starts

So I’ve just started running a one shot with All Flesh Must Be Eaten; the game of zombie survival horror.

The idea of this was so that we would have something to run when we found ourselves down a player for whatever reason and it seemed ideal as we could handwave the reasons for the missing player; they’re off gathering fuel etc.

So I broke out the pre-generated characters that came in the Zombie Masters screen and quickly added them to the Roll 20 virtual table top software which we’re using for the other campaign.

I know many players prefer to create characters but for a game like this is wasn’t worth it and the supplied characters are pretty interesting in their own right.

Coffee Break of the Living Dead is the supplied adventure and it works very well.  I liked the fact is that it branched giving less of a railroaded outcome and I made a small mistake when I did a little map substitution but nobody seemed to notice so that’s good 🙂 .

We all had a good time despite getting the usual Skype drop-outs but that isn’t a major problem.

I have one more adventure to run before I decide to unleash them on a campaign pack I purchased, a campaign with a very definite time-line and end-game.