Zombie/Resident Evil RPG Interest Thread

WinterFrost

Lady High Executioner
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So I have this idea. It's a Zombie or a Resident Evil RPG, and if I recall correctly, there was one such other RPG based off of Dawn of the Dead a few months back, but it died. And that will probably be the fate of this one, but I'd like to try anyway. There are two separate ideas I have on how to go about this.

Resident Evil RPG: Set in Raccoon city, it will of course be set in that general time line. People can make up their own characters, our play any from the games. I don't care ^.^; The only reservation I have against this idea is that people may be too focused on the 'shoot em' up' factor and not the erotic element.

Zombie RPG: Same basic idea, only set in a Dawn of the Dead/Dead Rising setting with everyone trapped in a shopping mall. Cabin fever kicks in, and people hopefully have sex here and there. Yay.

So...am I wasting my time here, or is anyone interested?
 
that is an interesting ideafor a srpg I like to be part of it since sex is more extreme when there is the element of death in the air.

Name:David
Age: 27
Hieght: 6ft
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Eyes Hazel with glasses

Info David is Tech that works for the Umbrella Corp in there IT Dept. He into anime and hentai your typical nerd.
 
Zombies, huh...?

Well, I'm usually always up for this one kind of RPs. But every single time it has been tried, most people have focused on having a SWAT, mercenary, ex-Marine, and all armed with shotguns, rifles...

What's the point in having a zombie SRP if all the characters have high-powered weapons? I don't get into zombie SRPs to masturbate at the killscores.



My first character was a schoolgirl with an axe and a blood-caked uniform (as someone put it rather well, she was a bit of a Lizzie Borden). And then there was a SWAT, a cop, and a mercenary, all with pistols, rifles and shotguns.

That kind of puts me off. What was the point in creating a sexy character with a bit of a deviant personality if she gets eclipsed by the big guns?

Also, notice how the characters with the big guns are always the less original. The characters we had that weren't armed with firearms were my slightly-mad schoolgirl, the totally mad priest played by Gagonthis, the poor security boy played by Incubus Knight, and a waiter from one of the restaurants armed with a broomstick (BROOMstick) who was probably the most sane of them all.




The point behind zombie RPs, movies and games is not watching the characters kick ass all the time. It is about the characters surviving with what they have beyond the zombies and their own psychological damage. And survival is MORE than likely with rifles.
 
Yes, I understand where you're coming from. I've been trying to come up with an idea to keep it as 'balanced' as possible, limiting the guns and ammo yet at the same time keeping them common enough so people will have a chance of survival. ^.^;
 
WinterFrost said:
Yes, I understand where you're coming from. I've been trying to come up with an idea to keep it as 'balanced' as possible, limiting the guns and ammo yet at the same time keeping them common enough so people will have a chance of survival. ^.^;


Having a chance of survival is not about having firearms. It is about using what you have with some ingenuity, dexterity, and a quick mind. Even a sharpened broomstick is enough to fight off two or three Romero zombies. With some skill behind that, you can also deal with a couple Dawn of the Dead ones.

And besides, killing zombies is not the only way of surviving. You can escape (sometimes, a difficult escape is more exciting than fighting, be it from a closed room or from a zombie's arms when he's got you pinned down), you can look for a closed room to seal yourself in for enough time, etc...


There was a very good page about a zaombie roleplay based in a city called Russet Corners. Sadly, the page disappeared some time ago...
 
Actually, a man with a broomstick could quite easily kill a few dozen Romero-esque zombies if he was smart about it. They are slow, stupid and pretty easy to defeat, even with out guns. I was in a Zombie RPG with very strict limitations on guns, so instead of that, people got their kicks destroying them with all sorts of lovely blunt objects exactly how I described.

There has to be some sort of balance somewhere...
 
Yes, I was really enjoying the idea of playing my priest in the Dawn of the Dead thread, but after being pushed out of the way a couple of times by gun toting SWAT members it got a little frustrating. I'd love to do a zombie RP without fire arms or at least with a very low impact because of them.
 
How about you acting as some sort of GM, deciding the weapons and ammo we can find by rolling dice?

Grab a D6, and whenever we get into a place that could have weapons, roll.

1= No weapons.
2= Only blunt weapons.
3= Blunt and bladed weapons.
4= The above AND a low-caliber pistol.
5= The above AND a high-powered pistol/shotgun.
6= The above AND a high-powered weapon (barring grenade launchers and bazookas, but not grenades themselves, and in this case it is only one).

Then, roll for each character:

1-2= The character finds the lowest weapon of them all (blunt objects).
3-4= The character finds the "above" weapons.
5-6= The character finds the "AND a..." weapon.



Example: The group reaches a security office in a mall. A mall can't possible have the number six (you won't see an assault rifle in these), but the others are fair game. When you roll, you get a six. Because we have already said the six is not valid, it gets moved down to a 5. The players COULD find something as powerful as a shotgun.

Then, you roll for each player. Player number 1 gets a 4, so he can get any of the weapons listed as "above". If we got a 5 in the group roll, that means the player can choose between getting a blunt weapon, a sharp weapon, or a low-powered pistol.

Player number 2, on the other hand, gets a 5. The maximum. So he can get any weapon listed (blunt, sharp, weak pistol or strong pistol/shotgun).



It might sound complicated, but it is basically two rolls of the dice. One for what the GROUP as a whole can find there, and another one for what each individual player finds. The findings of individual players are automatically theirs (they reached for the object and took it before they knew what it was).

It is theirs, but they can decide to give it away.

Now, about ammo. All firearms would come with a full clip/mag/reload already in. But if the player finds the same kind of firearm again (for example, I have a pistol and find another one), the player can choose to instead get ammo (I don't want to go Chow Yun Fat on the zombies, so I get more ammo for my pistol instead of a second one).



How about that?
 
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