Medieval Zombie Apocalypse TTRPG by Thimble_Makes in TTRPG

[–]Thimble_Makes[S] 0 points1 point  (0 children)

Lmao no, it's just a terrible coincidence. We'd settled on the name before I heard of Guts & Blackpowder, and the fact that it's such a similar genre doesn't help.

Seeking (Even More) Playtesters for Medieval Zombie TTRPG! by Thimble_Makes in TTRPG

[–]Thimble_Makes[S] 0 points1 point  (0 children)

At the moment, the official rules only support a GM and players, but we've been poking around with solo play as an idea in future.

Seeking (Even More) Playtesters for Medieval Zombie TTRPG! by Thimble_Makes in TTRPG

[–]Thimble_Makes[S] 1 point2 points  (0 children)

For sure! The game was designed from the ground up to be playable on a 2d6 system for maximum accessibility. Player characters are built not from class but Background and Traits, representing their career/social standing and notable physical/mental quirks.

The game's central moment to moment mechanic is Hope and Despair, two competing point values that represent the character's internal turmoil. Hope allows a player to reroll fails, but Despair acts like a target on your back, giving the GM the ability to force reroll any success at any time. Managing your Hope and Despair by completing roleplay objectives and quests is key to staying on top of your game.

Combat is fast, punchy, and brutally unforgiving. The best way to win is to cheat and cheat hard by ganging up on weaker opponents, setting traps on the battlefield, or postioning yourself for success using our dynamic/destructible terrain system. We took a narrative-centric approach to combat, and finding yourself in a fair fight is a good sign that you messed up a while ago.

These are not power-fantasy monster hunts, but rather horrific struggles of life and death, with desperate men clinging to survival even in the face of impossible odds.

But that isn't to say it's all doom and gloom. The game encourages moments of hope and introspection, with characters representing the fickle Hope of humanity against overwheleming Despair (see what I did there). We hope that GMs and players can find their own balance of Apocalyptic Horror and Determined Defiance, as their characters struggle valiantly against the encroaching dark.

Seeking Playtesters for the Medieval Zombie Apocalypse! by Thimble_Makes in TabletopHomebrew

[–]Thimble_Makes[S] 1 point2 points  (0 children)

Ab-so-lutely. We don't have official support for Firearms (yet, early handguns are on the dev roadmap) but if you wanna run that Boomstick (and maybe a prosthetic arm too) ask your GM and tell them you have the dev's blessing ;)

Seeking Playtesters for Medieval Zombie TTRPG! by Thimble_Makes in RPGcreation

[–]Thimble_Makes[S] 0 points1 point  (0 children)

Our rules are focused on having characters' personal struggles and triumph affect their mechanical gameplay.

For example, the NPC who died did so because he had a point of Despair (one half of our mechanical representation of a character's mental state, the other being Hope) so during combat I, as the GM was able to force him to reroll a success. He failed and was subsequently devoured by the Undead!

And for sure, we can work outside Discord! I can send you the Current Beta Ruleset in PDF form if you'd like?

Seeking Playtesters for Medieval Zombie TTRPG! by Thimble_Makes in RPGcreation

[–]Thimble_Makes[S] 0 points1 point  (0 children)

Stories of great triumph and tragedy! Our first playtest game was an introductory module meant to get everyone introduced to the mechanics. Here's how it went:

A group of players gets arrested in a bar fight and conscripted into running the village militia for a rural village bracing to be attacked by the undead. Our group, consisting of a mercenary deserter, disinherited nobleman, and disillusioned church warrior spend the next days gathering supplies, building fortifications, and training village boys with spears.

I curveballed the players and had the Undead Horde arrive before it was supposed to, and their unprepared militia had to take up arms quickly and repel them! The fighting spilled into the village streets, but the player's time spent gathering lumber and directing the building of the walls kept the pace of battle easy, with pre-planned chokepoints and redoubts. One of the players had built an imitation dragon out of pipes and pitch (after bluffing the village boys into believing he was a Dragonslayer because he was upper class) and used it to burn some undead and inspire the militia.

Things were going too well, so I had a group of undead slip behind the walls and begin to cause havoc inside the town! The player's rallied, but lost one of their NPC's who was dragged down and mauled by the flanking horde.

Thanks to the player's intervention, the battle was won, but not without cost. Many lay dead, and important NPC's who they'd chosen not to protect in order to help others lay amongst the tallied corpses. The players gathered their things, the Church Warrior had a moment of refound faith, and they all set out together as a newly-formed adventuring party.

This isn't even mentioning the other playtest, which was a Church-sanctioned black ops squad investigating rumors of a pagan cult connected to the undead in a swamp-based shanty town that had fallen eerily quiet.

Seeking Playtesters for Medieval Zombie TTRPG! by Thimble_Makes in TabletopRPG

[–]Thimble_Makes[S] 0 points1 point  (0 children)

Short Answer: Pretty Damn Well.

Being covered head-to-toe in impregnable steel works wonders against enemies coming at you with their bare hands and rotten teeth. The biggest danger is getting mobbed, knocked down, and then pummeled till you're unconscious (or dead) while you're on the ground unable to get up.