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7/8/2025, 2:53:33 AM
>>96035318
When i ran my game it started years into the fall, and revolved around survivors trying to restart a civilization stronghold on the outskirts of Houston. Once the game was going i introduced a depopulation terrorist group, tax collectors, ethnic gangs, psychotic survivors, random holdout survivors, recruitable NPCs with backstories, and forced the players to relocate after drone striking the first base.
Having lots of lore ready can give your game a lived in feel, where the players don't have to create the game, so much as explore what you've prepared. Little touches, like finding recruitable character already halfway through their own story lets you come up with less story, and start in the middle of one that you otherwise might not have been able to use, or which would take too long to set up.
To wit, survivors. On the third game we played, i had a new player and sent him on a mission to investigate a multiblock fire in the middle of the night. A random roll added an NPC slavic mercenary to his team, and they proceeded across a 2 mile stretch of Houston Ghetto and industrial buildings on foot. They stopped on the way to loot an apartment, but left before attracting attention, and when they finally found the fire, they discovered
>a plotline already in progress
Hordes of zombies were being held off by two NPC survivors standing atop an ambulance. The player was able to hotwire the ambulance, and the group, now 4, retreated from the thousands of ghouls, only to be accosted en route by a gang of cannibals lead by a drug dealing voodoo witch. The 2 front battle proceeded down the streets until a shootout at the end. After returning the characters recieved their rewards and drawbacks, and a new playable dungeon
>the ghetto
It wasn't an exact "scenario," as it was written as we went, but it worked well.
When i ran my game it started years into the fall, and revolved around survivors trying to restart a civilization stronghold on the outskirts of Houston. Once the game was going i introduced a depopulation terrorist group, tax collectors, ethnic gangs, psychotic survivors, random holdout survivors, recruitable NPCs with backstories, and forced the players to relocate after drone striking the first base.
Having lots of lore ready can give your game a lived in feel, where the players don't have to create the game, so much as explore what you've prepared. Little touches, like finding recruitable character already halfway through their own story lets you come up with less story, and start in the middle of one that you otherwise might not have been able to use, or which would take too long to set up.
To wit, survivors. On the third game we played, i had a new player and sent him on a mission to investigate a multiblock fire in the middle of the night. A random roll added an NPC slavic mercenary to his team, and they proceeded across a 2 mile stretch of Houston Ghetto and industrial buildings on foot. They stopped on the way to loot an apartment, but left before attracting attention, and when they finally found the fire, they discovered
>a plotline already in progress
Hordes of zombies were being held off by two NPC survivors standing atop an ambulance. The player was able to hotwire the ambulance, and the group, now 4, retreated from the thousands of ghouls, only to be accosted en route by a gang of cannibals lead by a drug dealing voodoo witch. The 2 front battle proceeded down the streets until a shootout at the end. After returning the characters recieved their rewards and drawbacks, and a new playable dungeon
>the ghetto
It wasn't an exact "scenario," as it was written as we went, but it worked well.
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