Please critique: When you are bitten by a zombie, roll +CON. On a 10+, you don’t fall ill, taking -1 CON ongoing, or get infected. On a 7-9, you don’t get infected.
Please critique: When you are bitten by a zombie, roll +CON.
Please critique: When you are bitten by a zombie, roll +CON.
It might be clearer as a “On a 10+, choose all. On a 7-9, choose 1” format. That would also open up electing to be infected without visible signs… 🙂
So the 7-9 result is falling ill and -1 CON?
Gordon Spencer I think he means “you don’t fall ill (taking -1 ongoing to CON rolls)”
And I agree with Marshall. Doing it as “on a 10+ you pick two, on 7-9 pick one” would be clearer.
Yeah, I guess you could pick getting infected with zombie-ism over just getting sick, but I’m not sure why you would.
You could also do it as:
When you are bitten by a zombie, roll +CON. On a 10+, it didn’t break the skin and you’re fine. On a 7-9, you fall ill while your body fights off the infection, take -1 Con ongoing until you Make Camp and consume a ration.
-1 Con ongoing with no until clause might as well just be -1 Con.
I thought the fact that you were sick implied that you could get healed/rest up and get better.
Maybe instead of -1 CON ongoing, you’re forced to take a debility?
If you’re a DW backer, check out the Dungeon Starter entitled “The Escape” for some more zombie ideas.
Patrick Smith The problem is that if you have the choice between two bad choices but only one has a real mechanical backing, then most of the time people will pick the one that doesn’t have a mechanical penalty.
Sean Dunstan , yeah that’s what I meant by sick, the sick debility.
Maybe pick symptoms rather than mechanisms as the options?
I think it is best practice for moves to push the story forward, rather then looping back into more mechanics.
the fun part here is getting infected right? start the move there…
When you get infected by a zombie roll plus Con
10+ you’re fine | 7-9 pick one | on a miss, all three
-you crave flesh
-you start to decay
-you develop a shamble in your step (or whatever)
when a move ends with mechanics, the ball stops rolling. We have to pick it up and get it going again. when a move leads back into the story it gives us all of this new stuff to talk about.
“so you’re craving flesh now, what is that like?”
“how do I stop myself from decaying?”
But many of the base moves for the game end with mechanics.
true. Their approach is different then Apocalypse World in that regard. Try both ways in play and see which you like better.
Hmm, I don’t know if that came out right. I guess I just mean that when it comes to AW engine games…I like my mechanics in the middle (mostly), DW has a different approach which is cool but I am always trying to play it like AW. 🙂
I don’t think it should be a move. They got bit? Secretly decide if they’re infected or not, then let them worry about if they are. A healthy dose of paranoia adds that extra zombie flavor!
Good point; it probably makes more sense as a monster move: “Infect someone with the zombie virus”.
Alternately, you could do some sort of countdown clock, like the disease track in 4e.
I put together an as of yet unreleased supplement that treats diseases as character-specific fronts. When you develop the disease, the GM can advance your disease as a GM move just like he would advance any other front. It’s a nice, existing framework for transformative processes.
Marshall Miller I would love to see that.
Marshall Miller Me too