06-29-2011, 11:24 AM | #1 | |
Join Date: Jun 2011
Location: Fairbanks, AK, USA
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New to GURPS: Zombie Apocalypse
Hello all. I've been spending a lot of time in recent weeks eagerly reading everything I can about GURPS, including the Lite rules. I have ordered my own copy of the Basic Set books, which are currently on their way to me. I am for all other purposes a complete GURPS virgin.
I am currently GMing a D&D 4e campaign (using a home brew setting based loosely on the old 3.5e setting and the events of a previous epic-level campaign I played in, with several updates drawn from the 4e setting), however I'm finding myself growing more and more... well, bored with 4e. I just feel limited, pigeon-holed into WotC's ideas of what characters somehow are supposed to be. It's very restricting. And I want to break free. I've considered Savage Worlds (conveniently I already have that rules book), but it just feels too simple. Now I'm wanting to move to GURPS. However, as I'm sure most of you have seen, there are a lot of RPGers -- seemingly especially those who've "grown up" on D&D -- who are extremely prejudiced against the perceived over-complexity of GURPS. If I were to simply approach my group and say "Hey guys, let's convert to GURPS, whaddya say?" they'd simply lynch me! That's a long way to go to say that I'm planning a simple one-shot adventure set in the early days of a zombie apocalypse. I'm also planning on hiding all the mechanics (although my players insist on rolling the dice themselves -- fine) from them, so all they'll see is dice rolls and results. I'm not going to tell them what system we're using -- just "something I found on the internet and wanted to try out". They'll tell me what they want to do, I'll map that to appropriate actions, they'll roll the dice, and I'll tell them what happens as a result of that. So, this will require pre-gen characters, obviously, since having them create their own will, of course, violate the "hide the mechanics from them" goal. But I'm having trouble coming up with good characters. I'm shooting for 50 points (upper "average"/lower "exceptional", yes?), and trying to avoid things like the police office or trained soldier (everyone else would be left bored while he mops up the zombies), or the asthmatic accountant (who'd be left bored while everyone else mops up the zombies). Here are the characters I've got so far: * The high-power business exec who's father was a world-class shotgunner. Low on combat skills, he has his father's 12ga pump-action shotgun and is not without some skill in its use, even though he never took to it like his father really wanted. (Balance note: Just enough skill with this extremely lethal weapon to not accidentally blow his own kneecap off.) * The taxi driver. Not the safest of professions, she carries a Springfield Armory XD-40 and spends enough time on the range to be competent, but not exceptional. * The outdoor enthusiast. She spends more time in the wilderness than the city, and was only caught here by the worst of luck. She carries her trusty machete and knows how to use it. * The fireman. Strong and tough, at some point in this crisis he grabbed a fire axe, and is certainly no slouch with it. * The martial arts enthusiast. Winner of numerous local competitions, her fists are the only weapons she needs. (Not really sure how this one will stack up against the others at this points level, so I may fudge it some and give her a few more points than the others.) The two gun-wielding characters will be low-ish on ammo -- each has a full magazine loaded to begin with, but only enough spare ammo for a single reload and a tad more (the taxi driver does have a fully-loaded spare magazine, plus a small handful of loose ammo; the shotgun is equipped with a shell holder on the stock, plus he's got a few more in his pocket) -- to balance their relatively high lethality and ranged-ness against the rest of the characters. Plus I intend to avoid encounters in areas where the two ranged characters can bring down the zombies before they get close enough to threaten everyone. So, the questions I have for you, oh might GURPS veterans, is: 1) Is this party balanced? By "balance" I'm looking for a group where one character doesn't rule the day while the others sit back and watch, nothing to do. If they're mowing through zombies too easily, I can always through in things to complicate their lives! 2) What other characters could I consider? My goal is around 10 characters, so that when (not if) one gets killed, I can have the party find another survivor around the next corner (a la Left 4 Dead, although the new survivor isn't just the same dude somehow ahead of them and stuck in a closet) and thus keep all the players in the game. I'd also like to run these stats for a basic zombie by you guys, see if this seems reasonable for this kind of low-power game. I found it on some forum somewhere, maybe even here, but no longer remember where. Quote:
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06-29-2011, 11:50 AM | #2 |
Join Date: May 2008
Location: Curitiba - PR (Brazil)
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Re: New to GURPS: Zombie Apocalypse
I feel a "little" D&Dish in the characters concepts that you came up. There are several things that you have to have in mind. First you have to accept that in GURPS points DOES NOT converts to "power" or "level". With the same points you can make a killing machine, a very little effective warrior, an schoolar, an animal, a car (yes, I am talking about a vehicle), etc. So dont get locked by points limits (especially if you are making the pcs and want primally to focus on concepts). Dont try to stat out everything that you need, because normally you just need a rought idea of the capabilities of a monster, npc, vehicle, god, etc to make it function as a GM tool. You should take a look on old posts because there are TONS of then that regard zombies.
I willl leave here a full writte up of zombie that I made for an old zombie-apocalypse game of mine: Zombie Meta-Trait Template [-234]: Attribute Modifiers: ST +4 [40]; IQ -6 [-120]. Secondary Characteristic Modifiers: Per +4 [20]. Cultural Familiarity: None [-1]. Language: None [-6]. Advantages: Dark Vision [25]; Doesn’t Breathe [20]; ‘’ Eat Or Drink [10]; ‘’ Sleep [20]; High Pain Threshold [10]; Indomitable [15]; Injury Tolerance (No Blood, No Vitals, Unliving) [30]; Resistant Metabolic Hazards (Very Common, Immunity) [30]; Single-Minded [5]; Subsonic Hearing [5]; Temperature Tolerance 10 (-32oC to 54oC) [10]; Unaging [15]; Unfazeable [15]. Disadvantages: Appearance Monstrous (Universal +25%) [-25]; Bad Smell [-10]; Bestial [-15]; Bloodlust (6/-) [-20]; Cannot Learn [-30]; ‘’ Speak [-15]; Disturbing Voice [-10]; Easy To Read [-10]; Fragile (Unnatural) [-50]; Frightens Animals [-10]; Hidebound [-5]; Incurious (6/-) [-10]; Infectious Attack (Bite) [-5]; Low Empathy [-20]; No Sense Of Humor [-10]; ‘’ Smell/Taste [-5]; Numb [-20]; Odious Personal Habits (Eats Humans) [-15]; Social Stigma (Dead) [-20]; Uncontrollable Appetite (Human Flesh And Blood, 6/-) [-30]; Unhealing Partial (Need To Eats Human Flesh Or Blood) [-20]; Wealth (Dead Broke) [-25]. Quirks: Sexless [-1]. Features: Fixed IQ [0]; No FP; Sterile. Skills: Brawling (E, DX+2) [4]. EDIT: Its only an example and I would make it very diferent now a days. You may want to pick up Horror to have some good tips and creatures to run such a game. For such a game that you propose I would make quite normal humans, like a priste, a nurse, an police officer, a hunter, a street thug, an mechanic, a teacher...
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Link for my DF Campaign Game: http://www.obsidianportal.com/campaigns/panorica Last edited by Mateus; 06-29-2011 at 11:55 AM. |
06-29-2011, 12:05 PM | #3 | |||
Join Date: Jun 2011
Location: Fairbanks, AK, USA
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Re: New to GURPS: Zombie Apocalypse
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But I don't want a game like that. I want to try to create realistic modern folks, although hand-picking those that have a moderate edge for survival. Quote:
Ooh, excellent ideas, thanks!. I think I'll stay away from the cop (I just feel like he's going to be too effective, and leave everyone else feeling side-lined), and perhaps the hunter for similar reasons, but I can see the others being useful, especially the nurse -- someone has to patch up the injuries! |
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06-29-2011, 12:19 PM | #4 |
Join Date: May 2008
Location: Curitiba - PR (Brazil)
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Re: New to GURPS: Zombie Apocalypse
I said that it seems "D&Dish" because you put then is similar roles as D&D classes. The fireman remember me a "tank" character, the outdoor a ranger, the martial artis a monk... I am not saing that this is wrong, but as you told that want go "break free" from D&D I THINK that you may want to not reproduce the classes on GURPS, especialy because you players will probably try to find then and will talk about the pcs as if they were D&D classes. "Who will play if the guy that looks like a Ranger", "Why my Fighter cannot absorve more damage", "See if the Thief can open doors", etc.
Here an example of a mundane character: ANA BEATRIZ FERREIRA ALBUQUERQUE POINTS TOTAL: 30. APPEARANCE: Sex (Female). Age (40). Hg (1,67m). Wg (69kg). Eyes (Blue). Hair (Blonde, Long). Skin (Caucasian). PROFFESION: Biologist. SM: 0. RELIGION: None. ST: 09 [-10]. DX: 10 [-]. IQ: 11 [20]. HT: 10 [-]. HP: 09 [-]. WILL: 11 [-]. PER: 11 [-]. FP: 10 [-]. BS: 5 [-]. BM: Ground 5 [-] / Water 1 [-]. THRUST: 1d-2. SWING: 1d-1. DODGE: 8. CF: Latin America [0]. LANGUAGES: Portuguese (Native / Educated) [0]; English (Accented / Semi-Literacy) [3]. ADVANTAGES: Lightning Calculator [2]; Rapid Healing [5]; Single-Minded [5]. DISADVANTAGES: Combat Paralysis [-15]. SKILLS: Area Knowledge: What you want here [11, IQ/E, 1]; Artist: Drawing [10, IQ/H-1, 2]; Biology [11, IQ/VH, 8]; Boating [09, DX/A, 1]; Current Affairs: Science & Technology [11, IQ/E, 1]; Driving: Automobile [10, DX/A, 2]; Eletronics Operation: Scientific [11, IQ/A, 2]; Research [11, IQ/A, 2]; Survival: Pantanal [10, Per/A-1, 1].
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Link for my DF Campaign Game: http://www.obsidianportal.com/campaigns/panorica |
06-29-2011, 12:57 PM | #5 |
Join Date: Jun 2011
Location: Fairbanks, AK, USA
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Re: New to GURPS: Zombie Apocalypse
Hm, good point. I hadn't looked at them from the perspective of archetypes/roles, but I definitely see what you mean now.
On the other hand, maybe that's a good thing? I'm trying to draw a group of "born and bred" D&Ders out of that shell and into a system that lets them break free. That's a daunting change, though, so some familiar surroundings could make them feel more comfortable at first, and then we can work on breaking free entirely later on. Thanks for the example character. I haven't statted up any of my concepts yet because, well, I don't have the rule books yet. Having examples of good characters will really help when I get to that stage! |
06-29-2011, 01:03 PM | #6 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: New to GURPS: Zombie Apocalypse
There are characters in the Basic Set. I also cannot recommend GURPS Horror enough for this kind of game.
Oh, and Kromm (Sean Punch) will be back on July 5th or thereabouts. I am positive he can add something - he loves zombie games.
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06-29-2011, 01:08 PM | #7 | ||||||||
Join Date: Apr 2006
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Re: New to GURPS: Zombie Apocalypse
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Also, if you're completely new to GURPS, do you think that running it as a black box is the best idea? Not to disparage your GM skills, but if I were playing a black box game, I'd rather have a GM who's familiar with the assumptions and mechanics of the system than one who's still learning them. I dunno, I feel like honesty is the best policy here. It's not like you need to ask permission to run a different system; if that's what you want to run then they have to either play in it or find another GM. If your players hate GURPS so much that they have to be tricked into trying it, I can't help thinking that they're still going to hate it after they find out what they're playing. People are irrational like that. Then again, I don't know your players or your local gaming scene, either, so it's not like I can advise you here; these are just some of the thoughts I had in response to your post. Quote:
Avoiding anyone with asthma or other obvious physical weaknesses is probably a good idea, though. Figure the zombies got those people first. Quote:
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Actually, pretty much everyone should have or find a gun of some kind, even if they're using them at default, because fighting zombies at melee range is a desperate last act; that's how you get overwhelmed and bitten. If the zombies killed everyone before there was a response then the gun stores, armories, etc. will still be stocked; otherwise people died fighting the zombies and you'll be able to find guns wherever there was fighting (although you'll probably find zombies in the same places). Also some people have guns in their home - albeit locked in a gun safe or something. Quote:
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That gives you a fairly easy-to-kill zombie. If you want the terrifying kind that keeps on coming until you blast or chop it to bits, give them Unkillable 1 instead of Fragile... I'd drop the bit about "moaning that causes emotional distress on a failed will save", since it's vague as hell, and just make everyone roll Fright Checks when zombies attack (which is sort of the same idea, anyway). Also, if zombies move slowly and in straight lines, PCs should probably get a bonus to hit them with ranged weapons. +2 sounds about right for a shambler, or +4 if the zombie is standing still. Doesn't apply when the zombies are moving at attack speed. |
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06-29-2011, 01:10 PM | #8 |
Join Date: Jun 2011
Location: Fairbanks, AK, USA
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Re: New to GURPS: Zombie Apocalypse
If I were running a campaign in a zombie apocalypse, Horror would definitely be on my list. However, for a one-shot, and especially in a system that's likely to never be used again by my group, having already spent $50 on books is already really hard to swallow; bringing that up to $70 with the PDF for Horror just isn't in the cards right now.
If, on the other hand, my group likes the system and wants to play a real campaign using GURPS (*crosses fingers*), then I'll definitely be getting more books to accommodate that -- at the least LT, HT, or UT (depending on the TL they want to play in) and a setting book or two. Knowing my group, we'll probably end up in DF, as it's quite likely that we'll end up converting our current D&D 4e campaign into GURPS, perhaps even to include adapting a form of magic to reproduce/simulate the powers that all D&D 4e characters have (or maybe DF or Fantasy already can account for that?). |
06-29-2011, 01:24 PM | #9 | |
Join Date: May 2008
Location: Curitiba - PR (Brazil)
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Re: New to GURPS: Zombie Apocalypse
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EDIT: You have to remember that GURPS is a tool box, you only have to use what you NEED and in the way that you fill is enjoyable and is confortable with.
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Link for my DF Campaign Game: http://www.obsidianportal.com/campaigns/panorica |
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06-29-2011, 01:44 PM | #10 | |||||||
Join Date: Jun 2011
Location: Fairbanks, AK, USA
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Re: New to GURPS: Zombie Apocalypse
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For this game, though, they'll be happy to just get to RP; in fact, my group is real big on RP, and more than once has complained that D&D 4e feels like it restricts RP because the game focuses almost exclusively on combat (or at least feels that way). Compare this to the older 3.5e, where the rules went well beyond combat to handle all sorts of social interactions... Quote:
However, I have a set goal here: Demonstrate the freedom of GURPS, and the not-as-complex-as-you've-been-told-ness of the system. If I make some mistakes running the game, oh well. The point isn't a tournament-like, pure RAW session, but just to have fun and experience GURPS and, hopefully, dispel some of the myths they believe about the game. Think of me like a Mythbuster here: Sure, I'll get some things wrong, but whether I succeed or fail my group will learn something. After all, failure is always an option! Quote:
As for tricking them, well, I feel that it's actually the reverse: They've been tricked into not giving GURPS a chance, and I'm now giving them that opportunity they've been unfairly denied. Maybe they'll appreciate it, maybe they won't, but my players are generally fair-minded individuals, and once they get over any initial "we've been had!" reaction, they'll remember how the game actually played, and use that as their basis for re-evaluating their beliefs about GURPS. Still, it could indeed backfire... Quote:
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Only later (Day 5 or 6) did the authorities realize (or at least, acknowledge) that things in the city were getting out of hand, and order people to evacuation centers. That's where the party will meet up -- they all arrive at an evacuation center, only to find that it's been overrun and abandoned, and now they have to make their way to the next nearest one. Or not, whatever the players decide to do. [Edit: Maybe "level-headed" is debatable; some might say they were stupid for listening to the authorities. But regardless of what prompted them to do so, this is how they reacted initially, and why some of them don't have guns -- yet.] Yes, they'll all have opportunity to find guns early on, but only those who already owned one start with one in this case. Pretty clear I'll need to put more thought into this. Good point about the fireman being a first responder -- I stupidly hadn't thought of that! Quote:
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The thoughts about replicating D&D 4e powers are just idle speculation that my players may insist on them as a condition to accepting GURPS. It's a concession I'm willing to make, even if I'd rather see them dive into GURPS itself, as opposed to trying to make GURPS more D&D-like. It goes directly to what you say about GURPS being a toolbox -- if my players feel like they need D&D-esque powers to feel comfortable in the game, then GURPS can give it to them. Last edited by Kromey; 06-29-2011 at 01:48 PM. |
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post-apocalypse, zombie |
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