I am typically the one in my playgroup who buys boardgames, then reads the rules, then hosts the evening. I usually play with a range of non-gamers, casual gamers, and some advanced gamers.
Usually, when I am reading a boardgame rulebook, I start off trying to understand the win conditions. Then, I learn turn based structure, combat mechanics, card abilities, etc...
When reading through the rulebook for Zombie Apocalypse, there are rules mechanics, however, I could not find any "win conditions." Each scenario simply explains what is happening, and they are broken up into Apocalypse, and Post-Apocalypse sections, with neither of them indicating how you end the scenario. Seems to be simply focused on "survival." The game does talk about player generated goals, but the scenarios do not give you exact goals.
I guess this is necessary to take the leap from boardgames which present very specific goals, to RPG's where players are able to discuss and come up with their own. Right now, I dont feel like I can run a scenario without coming up with some intermediate goals, and an ultimate goal. I want to run the game similar to a boardgame night, where people who have never played the game before show up, we have some snacks, and do a 3 hour gaming session, and finish the scenario in that amount of time. It is unlikely that I will play with the same group again, so there needs to be a fairly quick character development, then like a 2.5 hour scenario which concludes with some type of accomplished objective other than not dying.
I am guessing the game was not designed to function like this, especially since the timeline has like a 4 year period of general events. I think I might just cut it off much earlier, and either have the players survive 24 hours, and have them reach an extraction point at a military base thats 10 miles away. I dont want to make it too directive, however, at the same time, I dont think I am ready to run this without some type of overarching win condition that brings the 2-3 hour play session to a conclusion. I am thinking about organizing the storyline according to the timeline in general as far as how thing initially progress, but then putting the session together like a book chapter, with sub-headings and then a chapter conclusion.
Am I approaching this totally wrong? For those who have ran this as a single session, how do you manage goals and objectives, and player / group success?
After watching the seasons 1st episode of The Walking Dead last night (was kinda weak in my opinion), they seem to typically have a goal that reaches beyond survival. They want to rescue someone, or they want to fortify shelter, or they have to go get supplies, or they are attempting to discern if other groups can be trusted or not. I dont see how simply surviving in this game makes for intriguing and engaging gameplay, especially with the scenarios lacking organized or detailed progression.
I need some kiddie bowling bumpers at first, to make sure I dont roll a gutter ball my first time, and then nobody ever wants to play again.