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The Merchant /tg/95958319#96032974
7/7/2025, 8:45:20 PM
>>95958319
I ran a zombie survival on /qst/ last year into this spring, called The Merchant Zombie Survival Quest. I am an afficianado of the zombie genre, mostly movies and video games, but never cared for the stupidity of characters. To me, it seemed like a cheap device to add drama. My thought with zombies was not that people are not stupid, but that the survivers would not be, which is what allowed them to survive. So i tried to make a game built around being intelligent as a means for survival, and cooperating with team mates as a means of not being eaten.

My favorite bit in recent zombie games was the small backstory of the gunrunner merchant in RE4, which was such an obtuse addition that it seemed entirely believable, that he would love money and commerce enough to hazard near certain death. Warzone merchants and black market traders are real life variations of this personality type.

Being unfamiliar with the board, and only passingly familiar with pen and paper games, i made up the dice system using post ID to allow multiple actions per turn, usually 4 actions. Also, i resorted to it because my phone kept resetting, and I could never get the dice system to function properly for myself.

To consistently play against the players I put a Calamity roll into every turn, so that even if you hotwire the truck, and get the engine started, and shoot the zombie lunging at you and get the truck moving, a cinderblock thrown at under the wheel by the mob of gang members is enough to knock one of your team out the open door, and now you have to back up in the dark, while fighting zombies and gang members to retrieve him.

Picrel is one i used for this exact scenario. For most of my posts i tried to include a picture, gif or drawing to give context to what i was writing, and to help inspire the direction of play. It helped me stay on topic, and assisted my imagination.

As far as players, i think there were 4-6 players in the 7-8 months i ran the games. Cont.