Hello fellow survivors,
With my gaming hobby starting again with two newbies on board, I started looking at what stuff I have for miniatures games. I found zombies miniatures and survivors in my cupboard. Now they are on my apartment floor, waiting to get used.
I found rules for my game (RPG set converted into faster war game -format) but for miniatures games I'm wondering what sort of situations would evoke 1. the horror of realizing you're alone in a world where dead people are trying to eat you 2. the interpersonal horror of realizing your best buddy wants to shove you into the zombie-laden sidewalk to get access to your resources…
The game will be GM-run (by me), but I'm not set on my ways about this campaign yet. I have been thinking of stuff like this before, but it was mostly mechanics- and rules-oriented fiddling about.
Gameplay mechanics: I'm thinking of a funnel(OSR D&D -term) where both players get a handful of characters to run through the session, and the survivors get whatever goodies they can grab and some experience points to allocate.
I'm thinking that the first part of the campaign would be to find a home-base of sorts, where they can establish a resting zone (for ending sessions, character healing and advancement) like in traditional zombie stories.
The game needs a good kicker session, so I'm thinking isolation -> walking out into the wide dangerous world. The trick worked for Walking Dead, so it will work for me too.
I gotta make the players think we're playing something else if I want it to be a surprise, but it's not mandatory. They've seen my 15mm zombie minis so they might see this one coming :)
The combat will be deadly with disabling wounds, bleeding and other fun effects, so it should be a last resort -thing usually.
So what's left is the theater of mind and role playing between the players and their group. I need a campaign map probably to keep the players grounded in the session (since they're new to gaming) and make them choose destinations, and sprinkle encounters along the route to them. Give them a car at first, then make them walk to make a campaign map portion concrete for the game.
Survivor encounters should take precedence to zombie encounters in the first session, maybe make the two survivor -groups run into each other (make it a blind session for the players where they won't know when they run into each other) and decide what to do (player bias towards grouping up). Maybe they trade stuff at first (give one group weapons and the other one ammo) and get going to their first destination (a nearby town for instance).
I think that should do for the first session for now. I'd welcome your ideas and stuff that comes to mind from this prep work if you're interested in sharing.