Crafting Zombies: Fluff vs. Crunch

Jan 18, 2012
Mark
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Game prep always leads to thoughts on random generation. Up to bat are zombies. More specifically, I’m pondering zombies for ROTWORLD. I have already hand-crafted a dozen that will be featured in the game. Still, I’m going to need filler at some point.

My needs are more fluff than crunch. Good information on a random set of the folks behind the scenes so I can expound when needed and just cross them off the list as they’ve been terminated.

The bare bones process I’ve worked up includes sex, general age range, ethnicity, hair color, hair style, wound locations, wound severity/descriptions, and clothing style. Not all of the elements are well defined yet. Wound descriptions and clothing are still in progress.

I may add information regarding the rigor stages for the newly undead along with decomposition states as defined within ROTWORLD. Even those are mostly fluff. Usable information with little impact to game mechanics.

For the crunchier bits, I could add occasional occurrences of differing ability scores, movement, and specialized attacks. Doing so is trivial but all zombie worlds vary so I am leaning against it. The same goes for different intelligence levels and talents.

Do you need zombies? If you do, would you like options to enable the crunchier bits of the ROTWORLD system? Are there descriptive elements I have missed?

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