Sunday, September 27, 2015

It's Dangerous to Go (well you know...)

Dawn adjusted the pack on her back, dusting off the guide book she had just found in the ruined hunting store.  "A Guide to Edible Plants of North America may be handy."  She thought as she tucked the book into a cargo pocket.  Dawn checked her SMG, slinging it under her right shoulder before moving back down the roadway east.

As she moved off, Dawn considered how she got to this point...

At the end of the last campaign mission, Dawn's entire group decided to leave.  They were headed to a survivor enclave while the Phoenix Company returned to their HQ with Trish (a gang member who had been given the "cure").  I had planned to have Dawn interact with some of the enclave, hopefully finding some new companions and then either helping go after the company to get Trish or the cure.
Dawn and group arrive at the survivor enclave
I played  a couple of shorter scenarios, but I wasn't really happy with how anything was going.  From a story standpoint it just felt flat and I wasn't entertained.  Instead of some negotiations with the survivors and an attack on Phoenix Company, I felt it would be better to go back to the 'survivor' style gaming.
Dawn meets the enclave leaders
I have decided instead to jump ahead a bit, and do a 'reset' for Dawn in the campaign.  Part of the reset is her loosing the Hummer to the enclave (when the rest of her team leave) and limiting her to what she could carry.  I decided to up her Rep to 5 (she has had quite a few successful missions without any increase) partially to give her a better chance to survive.

Dawn's new inventory and stat lines are:
Rep 5 (Pep 4/ Sav 4), Attr: Logical (+1 Savvy for mechanical or science check), Hard as Nails (Ignore first human caused obviously dead result, treat as knocked down).  Weapons:  SMG, Machete, BAP Equipment: Body Armor (counts as protected), Backpack. [6/10 encumbrance]  Backpack has: Shotgun, Baseball Bat, Food (3), Luxury (2) [8/10 capacity]

It doesn't seem that far...
Dawn is still trying to get back to north eastern Wisconsin, hoping to regroup with Ella and Gene at Ella's family farm.  If she chooses to walk, she will use a unit of food (like fuel for a vehicle) but she will not cover as much distance as a vehicle.  If she can find a vehicle, She only needs to cover 5 areas, if Dawn walks, it will be 10 areas.  Each area will have at least one scenario, and may have up to 3 (I will roll for a chance of an involuntary encounters).  This will be very similar to the trip the group made west, although Dawn will probably not revisit any of the same spots.

To represent fewer resources (most places have been looted) I am following a few more rules:

First, I will follow Really Tight Ammo (pg 24 of ATZ:FFO) but when rolling for reloading, a 0d pass will mean out of ammo until more can be located.

Second, looting results from the risk and rewards deck will be changed.  To find something, I will draw two cards, if the results match, I find it.  Otherwise it is nothing.  Two unmatched weapons will give me a unit of ammo for the first weapon card, and drawing the survivor card matches anything.  Yep, it's going to be tough to find anything now.


Also, Dawn will be able to forage for food (hunt) which will be a scenario to play.  Anytime she manages to 'secure' a location (that is eliminate all zombies and PEFs from a table) and stay for at least a day, Dawn can search with normal chances (not needing matched cards) once per room in any structure.  It allows Dawn to trade time for supplies if she needs them.

Dawn considered if she should have stayed with Larry and Blake at the compound.  They still had electricity and running water.  The hot shower was almost enough to convince her to stay...  Something just didn't feel right though, and staying with strangers, even friendly ones, didn't sit well.  "I hope Ella is still safe."  Dawn mumbled as she picked her way through a rubble filled lot.

Dawn had been making her way east, and was nearing the edge of town.  She paused, crouching at a brick wall, looking ahead at the ruins ahead.  After surveying the area, Dawn checked her weapons and prepared to move out.  "I hope I can find a ride out of here."
Dawn starts off on her own...

16 comments:

  1. I love the changes to represent the tougher climate, really looking forward to this campaign! Is Dawn the new "mad max"? 😉

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    1. Well, we will see where it goes. It's still only day 41...

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    2. It's a new 'look' for Dawn as well? I seem to remember business wear, now she is proper post apocalypse

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    3. Ahhh, Dawn changed a few scenarios back. When she became the main character, she got a new fig...

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  2. Good luck to Dawn, the wanderer! I'm looking forward to seeing how this unfolds.

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    1. Great, I am hoping it is entertaining. The journey is sometimes the interesting part of the adventure.

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  3. Excellent, a good idea indeed.

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  4. A good reboot. Sometimes, it is good to get back to the roots.
    So far all the campaign was exciting and all decision sounded realistic.
    It made sense for Dawn to hit the road again, like former soldiers who can't quit fighting evwn when they can.

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    1. With everyone leaving Dawn, it was time to change the game anyway. Dawn probably should have stayed at the survivor enclave, but that just didn't seem as much fun...

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  5. It's a very interesting dilemma to be faced with - how to progress your storyline given Dawn's situation. Good luck with her 'new-style' adventures.

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    1. Let's hope these are entertaining. Hopefully they go better and Dawn can make it back to the farm.

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  6. Back on the road again! Some people just got restless feet. Your right the journey is the most interesting part of the adventure. Let's hope she makes it to the farm.

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    1. Hopefully the trip goes well and Dawn makes some new friends (of the living variety!)

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  7. Sounds like a new start and it should be interesting.

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    1. With a little luck it will turn out to be quite fun. We will see soon enough!

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