I was wondering how players and GMs feel about the game after really long campaigns. does the game hold up well, what are some peculiarities of longer campaigns?
Long campaigns, good or bad?
I am curious about this also. I've only played one (brief) game of this, but would love to become involved in another! That said, I tend to avoid short-term campaigns.
The most sessions I've done is 3, though the plan was to go longer, the game ended up being a miss with one of the players so we decided to move on to something else. I think the games have great potential for longer campaigns, especially if you are trying to make it into the post apocalypse sections. You can have the players see the various changes that take place that lead up to the post apocalypse and have them take their places in that new society.
I've started a 'long shot' campaign... so far so good, I did a few test runs with the PC's on my own.. Using the scenarios & zombies in the book, they didn't even make it out of Tesco's to the car! My youngest son was the last to go, managed to get to the checkout... the rest died in the fruit and veg aisle.
So.... I have written my own, I watched 28 days/weeks later, WWZ, Romero's Zombie quintology, hammer zombie flicks, resident evil films - even flicked through All Flesh Must Be Eaten, etc... so far, they've had several encounters with the dead. 2 major injuries, but no infections. They have tooled up with the 'Chat Sh**, get banged' stick (a carving knife at the end of a broom handle) a garden hoe, a shovel, an aluminium baseball bat and 2 shotguns with ammo they bought off a local, friendly farmer.
They have survived/escaped the quarantine zone and are now approaching the local (Staffordshire Regiment) barracks - in the RW the barracks are now a museum, but I've changed it else they'd really be screwed.... roll opening credits.
I've started a 'long shot' campaign... so far so good, I did a few test runs with the PC's on my own.. Using the scenarios & zombies in the book, they didn't even make it out of Tesco's to the car! My youngest son was the last to go, managed to get to the checkout... the rest died in the fruit and veg aisle.
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So.... I have written my own, I watched 28 days/weeks later, WWZ, Romero's Zombie quintology, hammer zombie flicks, resident evil films - even flicked through All Flesh Must Be Eaten, etc... so far, they've had several encounters with the dead. 2 major injuries, but no infections. They have tooled up with the 'Chat Sh**, get banged' stick (a carving knife at the end of a broom handle) a garden hoe, a shovel, an aluminium baseball bat and 2 shotguns with ammo they bought off a local, friendly farmer.
They have survived/escaped the quarantine zone and are now approaching the local (Staffordshire Regiment) barracks - in the RW the barracks are now a museum, but I've changed it else they'd really be screwed.... roll opening credits.
Sounds like you live in the UK.
Yup
I created quite a slew of houserules ( https://community.fantasyflightgames.com/topic/136401-my-homebrewed-crunch/ ) to try and make the game a better fit for a long-term campaign. We played 4 sessions, and enjoyed it all quite a lot - system held up, houserules played well, but it kind of fell into the role of "what we play when half the table is gone" around the holidays, and once we got back to regular sessions/games it kind of got left by the way side.
"Vanilla" I personally don't think the game is very playable long term, as there just isn't much granularity to the system and gear, etc. And even houseruled I don't think you could make a very viable, year-long thing out of it, with my rules I was already seeing some power-creep. But I could have seen as much as 8 more sessions out of it probably.
Worth noting, my table likes a good bit of crunch in our RPGs, so they would expect the larger gear lists like I made, and more robust mechanical guidance, so as always with these things YMMV
Edited by emsquared