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The Evacuation Order
07-25-2012, 09:49 PM (This post was last modified: 07-25-2012 09:49 PM by Zombotanist.)
Post: #3
RE: The Evacuation Order
Thank you, those are important questions to address.

(07-25-2012 09:42 AM)scarydk Wrote:  On the roll of 1 (D6 starting Townsfolk) I guess they will just need to find one Townsfolk event, right?”

I intend to have the Heroes roll 1d6 to determine the number of Townsfolk with which they start. PCs start inside the Stronghold, along with the 1d6 Townsfolk. Now, if I remember correctly (It’s been a few months since I played LNoE; I’ve gotten too side-tracked DMing for D&D), each Townsfolk has their own token, as well as their own event? If so, the 1d6 Townsfolk will be selected randomly, and their events will be pulled from the card deck to be used at the Heroes discretion. Once two more Townsfolk are found, their event cards can be pulled from the deck at the consequence of a reshuffle.

(07-25-2012 09:42 AM)scarydk Wrote:  Do the Townsfolk move on their own or are they distributed among the Heroes (any particular order or Hero's choice?)? Can they change ‘owner’ during the game? What happens if their owner is killed or turned into a zombie hero?

The TF can move on their own, at the pace of 1d3. The TF will not participate in searches with the Heroes, but will be in the Stronghold from Twilight to Midnight. When evacuating, they will be assigned as evenly as possible to a Hero, and will be able to move at that Heroes pace. They may change “owners” in the same way that items are exchanged. Heroes may also order the TF to stay in one place so they may more effectively strategize. They cannot fight, though they can defend themselves (They will follow pretty much standard TF rules. I think? It’s been a while, as I said). If the owner is killed, the TF will move, on their next turn, at the pace of 1d3 to the nearest Hero.

I created this scenario hoping to introduce strategy to the game mechanics, as there are several scenarios that, as fun as they are, lack strategy. I agree, ten turns is a bit of a time crunch. However, the game won’t end at turn 10 if the PCs haven’t found the required items. It just means that they have less time to get to the evacuation point. Moreover, it could force them to make difficult decisions; for instance, if the Heroes find all of the Scenario Search Items on turn fifteen, but the remaining survivors are too far away to retrieve, they may be forced to abandon them. That is an emotional decision to make, introducing a more “RPG” element to the scenario, and presenting more opportunities to make game changing decisions than is traditionally available.

Now, this is all purely theoretical. The game could be a total wash, completely unusable, but I won’t know until tonight, when I play test with my wife.

Feet with which to clutch the ground, legs to stand on and help withstand, while with arms and hands, teeth and nails, I struggle to kill and not be killed.
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Messages In This Thread
The Evacuation Order - Zombotanist - 07-25-2012, 04:47 AM
RE: The Evacuation Order - scarydk - 07-25-2012, 09:42 AM
RE: The Evacuation Order - Zombotanist - 07-25-2012 09:49 PM
RE: The Evacuation Order - scarydk - 07-26-2012, 09:16 AM
RE: The Evacuation Order - Leonard - 07-26-2012, 04:24 PM
RE: The Evacuation Order - Zombotanist - 07-27-2012, 12:14 AM
RE: The Evacuation Order - Zombotanist - 07-29-2012, 06:13 PM
RE: The Evacuation Order - scarydk - 07-29-2012, 06:26 PM

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