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Campaign advancement rules?
01-31-2014, 06:48 PM
Post: #8
RE: Campaign advancement rules?
(01-30-2014 08:18 PM)Lear Wrote:  
(01-25-2014 07:52 PM)akaAelius Wrote:  This might be hugely outdated but I figured I would toss it out there. I'm running a LNOE campaign with rules that are somewhat similar but I've hopefully factored in the 'uber heros' threat.

-We use the experience system from the game, you can only buy 'upgrades' in between scenarios, and you can only have one of each category.
-Zombie heroes stay and make re-appearances in later scenarios.
-The hero deck does not get re-shuffled in between scenarios, your discard pile remains so for the ENTIRE campaign.
-We upped the cost of upgrades to 4 experience.
-Wounds remain in between scenarios as they are continuous with no time to rest. Heroes may heal a wound by either using an item from their campaign stockpile or by sitting out one scenario which heals a wound.
-Items that 'survive' the end of a scenario become part of the 'campaign stockpile' and may be given to whomever you wish.

The other big difference is that I've created somewhat of a 'choose your own adventure' type play style. So after you finish the truck involving betting to the truck, you then have the option to either go to the manor house and attempt to hole up, or you can drive to the radio station as a random example.

A couple questions on your system.
Are the zombie heroes treated as grave dead or as zombie champions when you decide to spawn them?
Does the Hero deck getting depleted still result in a loss or is it just treated as having picked the town clean?

I like that you can only buy upgrades after rounds, but the one of each type restriction seems a bit restrictive as it doesn't allow for specialists which seems a bit counter to some characters. (i.e. Victor naturally wants more melee upgrades due to his natural abilities.) I think I'd allow multiples of the same upgrade type, but set a limit on how many they can have total. 3 does seem about right for an upgrade limit though.

-The zombie heroes can be spawned at the cost of 2 zombies during the spawning stage.
-as per the rules, the heroes only lose when the zombie player would force the heroes to discard cards from it when there are none. So until someone uses Samantha DJ<which the players did manage to do halfway through their deck> it means a chance of defeat. IT also means that building abilities get used a LOT more.

~As for the upgrades, you /can/ replace them, but can only have three on a hero at a time. ie if you get a shooting upgrade that you don't want, you can buy a new upgrade and replace the old one. You can just only have 3 active ones on your at once.
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Messages In This Thread
Campaign advancement rules? - flightmek25 - 12-05-2010, 04:57 PM
RE: Campaign advancement rules? - Brando - 12-05-2010, 06:07 PM
RE: Campaign advancement rules? - huzoozoo - 12-09-2010, 07:08 AM
RE: Campaign advancement rules? - Lear - 01-30-2014, 08:18 PM
RE: Campaign advancement rules? - akaAelius - 01-31-2014 06:48 PM
RE: Campaign advancement rules? - Cinatus - 01-31-2014, 08:23 PM
RE: Campaign advancement rules? - Cinatus - 01-31-2014, 11:29 PM

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