One Beginning, Multiple Endings: Zombies

So, this was written for a challenge in which the beginning is a common mad-libs starting scenario but it’d be our play style, genre of game, and other things that makes the endings completely unique. This challenge was called the One Beginning, Multiple Endings challenge and it was made by Thessius.

For the One Beginning, Multiple Endings challenge, I’ll be using the Ghostbusters D6 system with a Zombie Apocalypse setting. You can find my sheet here. Now, let’s begin with the scenario:

It was only thanks to your close friend, Purdie’s, warning that you could avoid the first wave of the invasion of your stronghold. Zombies are relentlessly storming the area, but you haven’t been noticed yet, thanks to their slow and dull nature. Your objective: reach a new stronghold before dawn, lest the zombies catch up.

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That Time I Ended My Campaign, but Everyone STILL Died

The next four sessions I had with the Zombie Survival RPG were pretty much one, straight and narrow path to the endgame. Starting off the finale is a personalized session where it has the ulterior motive of getting a sixth member of the team from the five newly introduced NPCs.

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That Time I Ran A Zombie Survival Campaign And Got The Hang Of It

I think I’ve stated this before, but the reason why I’ve fell in love with Solo RPG games is not only does it mean I get to play all these interesting games by myself, but also because they serve as a great writing tool most of the time, but on those really rare occasions, roleplaying solo turns into… less of an RPG and more of a TV show or story you’re reading as it unfolds.

While A Flower for Mara will always be my Solo RPG darling for having a huge, unnerving narrative about grief and revenge, I want to reminisce about a campaign I played solo that felt like its own television mini-series. I even gave it a name: One More Day Before the Storm. The premise was that, taking place after my D&D 4E game where Malareth had defeated the heroes and uses a powerful skull he has to zap me to parts unknown.

I said in the last post that my writing style had become similar enough to my current writing style that I could switch between what I had said already and what I wanted to say. For this, though, I could just as easily copy-paste the entire campaign onto this site, I feel like recapping the events would make this nine-chapter story brisker. Though, if you ever wanted to read the original text on this site, feel free to request it. If I get enough (about 5 sounds good), I’ll do just that.

The major purpose of this campaign was to play with Mythic again after not being able to use it much for the 4E game. This was before I recently found out how to twist the module so that it can be used with a solo engine, but that’s another story for another time. I also wanted to test out the Mythic Variations tables, which has different random event tables for different genres. The first one was an example, involving Zombies.

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Revisiting Epic D6 and Making Corrections

Hey everyone. This is going to be a redux of the rules for the Epic D6 System. During the Battle Royale Week, I’ve been notified by Roryb, the author of the system, that I had indeed got the system wrong and told me how to properly use it, which you can see in the comments. I thank him for the clarification and feel a rerun would be in order. However, I’m not going to do Snakes on a Plane again, rather what I think is its base inspiration: Ghostbusters.

The test length is One-shot, so when I complete the story, the session’s done. One thing I liked about Ghostbusters is the multitude of Adventure Seeds and NPCs you can have. Rather than use one of the Adventure Seeds, I’m going to make a scenario based off the first NPC I see, as well as a two-part episode from Kamen Rider Drive. Just for context sake, the story of the Ghostbusters RPG is that, after the defeat of Gozer, the Ghostbusters branch out and become a franchise.

So the opening scenario is this: There is a Ghostbusters station down by Portland, Maine. The member count is roughly a dozen due to a recent outbreak of ghost hauntings, requiring more members to tackle the threats. This resulted in my character, a college graduate, being forced to apply for a job to there, because it was either “get accepted by those ghost-whispering quacks” or flipping burgers. Well, the pay was roughly better with the former.

So I get the job, and after a day of orientation, the President of Ghostbusters Portland, a.k.a my boss, tells me I have an assignment involving the haunting of an art museum. With some training of how to operate the Ghost Trap and Particle Thrower, the boss shoved by butt into an Ecto-1 and sent me on my way to the museum where our game begins. Continue reading