After our playtest date last week, we got a lot of feedback concerning the mechanics of our game – there was just too much and not enough narrative, and we had to agree. This led to a pretty big overhaul of our game which will be outlined here. Major key points: We removed character stats, redeveloped the characters, changed the character sheet, added relationships to incite player interaction, changed the action/narrative system, and amended the role of the GM.
Character Cards
First, for our character cards, we felt like we could still use them with a bit of adjusting. Since we were looking to remove mechanics, we got rid of the player stats (like perception, combat, etc) and developed their personality/act-able aspects so players could better role play their character. With this, we also found it useful to define in the handbook how players could better facilitate role playing when it was their turn.
Character Sheet
Our last character sheet was too focused around player stats and items players find around the world, so when we shifted the mechanics of our game and adjusted player cards, we had to make a character sheet that reflected these changes. It also has parts players can fill out as they develop their character/background, shifting to a more narrative-focused sheet. Filling out character sheets is a mix between rolling die and players penciling in their own ideas, which we clearly outline in the handbook. Visually, we tried to make it fit the theme of our game.
Action/Narrative System
We took quite a bit of inspiration from a few different games here (Goblin Quest, and Fiasco, more info on what games/how they’re used in our handbook). Players still take turns, and each player has one action per turn, but now outcomes are determined by a roll of a D-6 dice and are much easier to determine since we no longer have stats/skill points. Player interaction is fostered and encouraged through things like “relationship” rolls, and character development is encouraged through “object” “fear” and “flaw” rolls. Rather than giving players health, which can be a lot to track, player injury is simply determined by an “infection tracker”, which also helps with role playing since, even if playable characters die, players can still role play as a passive zombie with the group.
Game Master
A GM is still central to our game, but we overhauled the GM roles drawing inspiration from Powered by the Apocalypse to help the GM with crafting an immersive and dynamic world. By following the handbook, the GM’s speech and actions are used to keep the story consistent, flowing, and make the world feel alive through things like threats, countdown clocks, provocative questions, and a mix of challenges/rewards to keep players interested and engaged in their campaign. We were aiming to develop depth and complexity in the narrative, but also make our game a bit more unpredictable and keep it exciting. During the player setup period, the GM prepares the setting, populates the world with NPCs and threats, and develops the stage for the story, emphasizing collaboration within the group.
To end, our game had to go through a pretty intense rework, but we’re pretty proud of the work we were able to accomplish in such a short time. Being able to use the framework of our game was really useful, and overall we’re happy with the outcome of the game.