Barf Forth Apocalyptica

barf forth apocalyptica => brainstorming & development => Topic started by: Hildy on August 18, 2016, 06:00:02 PM

Title: The Shambling Dead
Post by: Hildy on August 18, 2016, 06:00:02 PM
I… just had a few ideas in my head, and this seemed like the best way to combine them. This hack will likely look the least like Apocalypse World (of my hacks) when complete. I kinda dig that. Here are some early concepts.

NO PLAYBOOKS
I don’t feel like playbooks are the way to go here. I considered roles, but I’m already doing that in a hack so I’d rather not duplicate the effort. Characters will all be drawn up using the same character generation rules.

Moves will be broken up into something resembling skill trees, with dependencies like D&D Feats, and a number of trees will be available. The depth you go into skill trees will allow you to develop the niche of your character further.

Everyone gets to claim one skill tree for their character. That tree is locked to everyone else. Nobody else gets to take skills from that tree; even with improvements. So if you take the Leadership tree, your character is THE leader. If nobody claims the leadership tree then maybe several characters exhibit leadership potential. So..

NO STATS

I haven’t decided how big a Hope pool needs to be yet, or how it will be generated exactly… but I want to incorporate Trust (this game’s version of Hx). The idea is that you have Trust with every character in your “group” (PC and NPC alike), and the score on your sheet indicates how much they trust you. The more trust you have (deserved or not), the higher your maximum Hope pool will be.


NO HARM
Harm will be replaced with 4 conditions.
Fatigued — Caught — Hurt — Dead


NOISE
Weapons won’t have harm tags. The move you make determines which status you apply to your target. Instead, I’m considering a Noise stat on weapons, that determines how much attention you might draw with it. When there is a chance that using the weapon will draw attention you would make a reverse roll (like the harm move) to figure out if you did.

RESOURCES
I’ve put the least thought into resources, but they will play a huge part in the game. Part of the reason I liked eliminating stats was because some sort of resource tracking will be necessary, and I didn’t want to bog down the game with multiple sets of numbers.

One idea I had was to give guns and vehicles “stats” for ammo and fuel. So one of the tags on a gun might be “3-Ammo”. Attack moves would decrease the stat. Certain moves would allow you to avoid the stat decrease (your skill allowed you to conserve ammo).

ZOMBIES
Not much work done here yet, but gangs provide a great base for zombie herds.
Title: Re: The Shambling Dead
Post by: Spwack on September 06, 2016, 08:58:02 AM
One thing that's really popular in the zombie apocalypse genre is interpersonal relationships under pressure. What would you think of stealing the Strings mechanic from Monsterhearts? Just a though.