So im trying to get my group of MTG players to set aside magic every other week and play an rpg. After much searching I found this one and fell in love with it. I still have to convince them to play this but so far its looking good. I would be the GM, but Ive never gmed before.
And I still havent bought the book yet but that hasnt stopped me from brainstorming senario ideas and stuff.
So
I have a few ideas I want to swing by you guys.
1.
How would you get the players to make split second decisions? I know rpging can be very collaborative, which is fine, but what would you do if in a given senario "X zombies are barrelling towards you, they are X ft away" In real life they would be at them in just a few seconds. Would you pull out a stop watch, after you have explained the situation properly, and say "you have X seconds to do something before they zombies are at you." How would you apply pressure to them to think fast?
I dont want to be a total nazi about it, but im thinking about giving them a short time limit in some circumstances to come up with something. Is this normal?
2.
Since I dont have the rule book i dont know exactly how combat works, but I wonder, how do you keep track of bullets? What determines how many shots a player fires at any given target? If a player wanted to completely unload on a target, would you allow them to roll extra positive dice for each X number of bullets extra?
I served in the United States Marine Corps for several years, so I have the whole "two to the chest, one to the head" thing going on. So I would say that (when firing a non-full auto weapon) that a single attack would be 3 bullets, which may or may not be enough to take down an enemy. Would another attack would be another roll?
Of course with zombies, a player would mostly want to shoot at the head, which is harder to hit than the chest. Are there rules for the increased difficulty?
Would adding extra positive dice for extra trigger pulls in the same attack be something fun to do? In real life, I would shoot at a target 3 times, quickly asses the situation to see if it was down, if it wasnt I would pull the trigger 3 more times, which I could represent by rolling for another attack. On the other hand, a player could keep pulling the trigger until they saw that the target was down. Would representing this be equal to adding extra positive dice to a single attack?
Keeping track of bullets shouldnt be to hard, and when it comes time to reload I could have a situation kinda like point #1 presents. Speed reloading can be hard if under pressure, and I could make them roll for it. Would this add the the fun level, or detract?
I know it wouldnt be fun to have to roll every time you had to reload, only in the time critical moments would I make them do it.
3.
i kinda leaning to getting miniatures and making a grid for massive encounters with several zombies. I wouldnt use it every time. Just sometimes.
Anybody know of any cheap zombie & survivor minis I could get?
I am an accomplished painter so they wouldnt neccessarily have to be prepainted.
Thanks guys!