Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 04-02-2015, 12:17 PM   #1
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default GURPS Zombies: Day One

Rahr grahr argh gragh raaagh?
Guugh aaargh grrr raghgrah RAHR gragh
Braaains ungh grag more braaains
— A retort
Like a hungry ghoul walking day and night to find sweet, sweet flesh, GURPS Zombies covers a lot of ground. Usually that's a blessing – usually, but sometimes that kitchen-sink approach is a curse that turns the overworked GM into the biggest zombie of all. Infected mingle with undead, runners with shamblers, and supernatural with superscience, turning your brain (mmm . . .) to mush.

GURPS Zombies: Day One brings relief in the form of eight campaign seeds to help you get started. Each one filters out everything irrelevant to a particular type of zombie story, pointing you at just the parts of Zombies (and other GURPS supplements!) you need to run a game with a specific flavor, be that the umami taste of brains, the herbal essence of Datura, or the chemical tang of super-soldier serum. While it doesn't shy from providing details, it doesn't over-prescribe: You pick the town, nation, or planet, and then Day One blights it with zeds. You set the dials on the PCs' power level, abilities, and gear, and then Day One helps work out the implications. The idea is to fill your brain (mmm . . .) with sinister plots and to keep players who buy the supplement from knowing exactly what to expect – not to turn anyone into a mindless slave to our ideas.

Already running a campaign? Day One still has lots to offer! It includes something for every genre: action, conspiracy/weirdness, fantasy, horror, post-apocalypse, science fiction, and even supers. It spans tech levels, from collapsed societies and quasi-medieval lands, through modern times, to the not-so-distant future, and it tosses in mad-science stylings as well. Almost everything here could be a future development or a chilling discovery in a game that was zombie-free – until now.

And of course we think the backgrounds themselves are amusing in their own right. Any of them could be blown out into a full-fledged worldbook. They're certainly worth a read, especially if you learn that your GM already has a copy . . .


Store Link: http://www.warehouse23.com/products/SJG37-1683
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
 

Tags
zombies, zombies: day one


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:55 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.