Zombicide - The RPG

Dedwrekka

New member
So, I've been wracking my brain since my first night in Zombie City to come up with a way to run Zombicide as an extended RPG campaign.

What I think works best about Zombicide is the almost minimalist "rules --> investment" ratio. In a lot of zombicide games, I've seen players pick up a character and be instantly invested in that character. I haven't seen that in a lot of games. You might pick up a piece or a color for the game board, but the players are rarely investing in that piece or the story their color is weaving through the game. It's also very minimalist in terms of role-playing investment. These are easily relateable and/or recognizable characters.

I want to keep those aspects along with the RPG elements added. So there shouldn't be a ton of new mechanics for the players, and there shouldn't be a bunch of new story for them to need to learn.

Here's a few of my early ideas:

One idea is to start with a Meta-Map of the area, and section it off into grids. Each grid is a map change, and has it's own adrenaline levels assigned to it, more on that later. In each grid you can randomly place a rolled number "triggers", objectives that will initiate a specific Scenario somewhere in the city denoted by a differently colored objective tile. After picking up a "trigger" objective you shuffle a Scenarios Deck and draw a single card. Each card has a simple description of a scenario written on it that sends you to the scenario listing, in addition there are "trap" cards that effect the grid players are in currently as well as some that effect nearby grids. Scenarios themselves can be anything from something specific to a grid to placing a special objective, like a car or pimp mobile in a specific area that the survivors head towards.

The idea is for the Scenario Deck to act sort of like quests, random encounters, and events all rolled into one without need of DM intervention to push players into it. Much less trying to railroad them into it. They decide whether to go to the area or not, but the Scenario will be in effect in that area whether the players go there or not.

So, for instance, the players enter a grid and they roll a D3 to determine how many triggers objectives to place. They roll a 2, so 2 triggers are placed randomly on the board. While fighting their way through the map, one player pulls up a trigger objective. They shuffle the deck and draw a card that informs them that by reading an angry letter to the management they found out that a Pimp Mobile can be found in the grid to the west, and the sound system must be bangin' to inspire such hatred. Meanwhile a second player decides to pull up another trigger. They shuffle the deck and draw a card informing them that they just stepped on someone's car keys, and activated the alarm on a car nearby. All spawns do so at one lower adrenaline level in their grid, but the grids around them spawn at one higher adrenaline level, including the one with the Pimp Mobile. Oops.


I liked the campaigns put together already so I wanted to steal an idea from them. The "experience bar" tracks adrenaline, so in the campaigns certain areas have players start at a specific adrenaline level. I wanted to translate that over, so that certain grids start you out at certain adrenaline levels. The idea being that certain areas you already know are more infected, and you can only do some of your most amazing feats when have the adrenaline pumping.
Adrenaline level is the same as the experience bar, just a different name. You build up adrenaline as you kill more zombies or hit areas you know to be more wary of and "crash" when you hit safer areas.

Also, the higher you push the adrenaline meter in one area, the higher you push it in nearby areas. So if you're going hog wild in one area, you're drawing a lot more attention. To borrow from Max Brooks "One zombie sees you and moans, a click away, another one hears that and moans and heads towards you. If there's enough in one area, if the chain is unbroken......."
Obviously this isn't going to be permanent, after enough time the adrenaline level from that kind of activity goes down.


Equipment is sort of a question. You want to hit areas already equipped, but you also want to be able to find new equipment without having to constantly sacrifice what you're carrying. In general, I'm all for players being able to decide this one for themselves. But I also like the idea of a "home base". Some place the survivors go to in order to stash goods and equipment. Perhaps tie it into an overarching mission?
Ex: Escape the city - With cities growing out into suburbs who's to say where the city ends and the towns begin? (So sue me, World War Z is worth stealing from) The only way out is to find enough vehicles and gasoline to fuel them to make it out of the sprawl.


Mostly what I want is for this to remain a DM-less game, so the organizer can sit down and be just as surprised and draw in by the events as anyone else. Knowing what's in the cards (literally) shouldn't destroy anyone's enjoyment of the experience, and it should remain random enough to be re-playable.


Ideas? Suggestions? Death Threats?
 

Wyrmypops

New member
The RPG ruleset I'd go for would be Feng Shui. It's very rules light. Characters are strong archetypes. The action is fast. Rewards descriptive actions and narrative play. It does employ a GM for a regular game, but drawing upon Zombicides manner of moving/attacking with the zombies I expect the GM role could take a backseat to the collective players.
 

Dedwrekka

New member
The RPG ruleset I'd go for would be Feng Shui. It's very rules light. Characters are strong archetypes. The action is fast. Rewards descriptive actions and narrative play. It does employ a GM for a regular game, but drawing upon Zombicides manner of moving/attacking with the zombies I expect the GM role could take a backseat to the collective players.

My goal is mostly to add onto the existing rules of Zombicide, rather than go directly to another game. The basic reason is that I don't want to have the players forced to learn a new game just to end up playing a campaign themed towards the game that already exists. Rather most of the rules I mentioned above and am trying to come up with are only ever really handled by the GM, while the players are still simply playing what amounts to an out-of-the-box Zombicide experience, even if it's only one with a few added details and continuity. Basically, while they're on a specific grid, the game they're playing is still 100% out-of-the-box Zombicide, the only difference is that those meaningless objective markers you collect in the scenarios actually have meaning in the campaign, and each map leads directly to another one just off-stage.

I'll definitely look into the Feng Shui RPG rules though and see if I can't mine a few ideas.
Thanks
 

Chern Ann

Only when they're green
Staff member
The Guillotine Games boys have lots planned but not immediately for the Zombicide universe, which includes some campaign and RPG like elements. Not sure when/if they'll be ready for those, busy prepping the expansion now which doesn't really touch on those.
 

killaminis

New member
I like your ideas, but I think keeping it simple and to the original game is the way to go. Cutting it down to bare bones, what does an RPG give you that the board game doesn't?? Opinions will differ, but for the most part I would think starting a character off and leveling him up is glaring. Zombicide has that already built in but it's a bit basic. Just expanding on that idea with more equipment and skills would be awesome. From there, Rpg's usually have a bit more calculation to the individual combat decision. So, obviously a major tweaking of the combat mechanics would add that RPG feel. Lastly, the"Ongoing Story/Campaign style sysstem"... sounds like you're nailing that one down perfectly. Other than that, it might stray to far from the original game but changing the above topics could greatly enhance the game and give you that RPG ( Light ) feel anyway.
 

KingZombie

New member
Rotted Capes is coming out.... simple D10 system and has zombies & Superheroes.

Plus there is always Savage Worlds (which I am a HUGE fan of).
 

Hairystef

New member
I really like the campaign type idea the OP pushes, alhough I wouldn't call that an rpg... Would love to see what you come up with for your scenario deck. Makes me think a bit of the old Warhammer Quest game (play the dongeon, roll for what goes on in between).

A few ideas :
- Like the adrenaline bar, but might be fun to hang on to an ability once in a while. Say if you reach red XP level you get to keep one ability over to the next game?
- Equipement : roll after the game for durability? It might not last 'til next game...

If I think of anything else I'll add on.
 
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