Tuesday, November 20, 2018

The Cyberpunk Rules

I'm pretty stoked by the gameplay video for the new Cyberpunk video game. As my life is far too busy to play video games anymore, I would dearly like to dust off my copy of Cyberpunk 2020 and run a game with some fellow local gamer papas.

But Rules as Written for Cyberpunk 2020 are less than appealing, especially the clunky hacking section. The genre and its tropes also feel somewhat laughable, considering how technology has advanced and changed society to be more interconnected yet isolating, and how the envisaged nightmare domination of capitalism has been pushed aside by the crises of politics, the environment, and democracy that define our times. (For a good discussion of why cyberpunk is outdated, watch THIS).

With that in mind, I've devised some rules for running CP 2020 that would bring its feel up to date. Some of these are story guidelines, others are for technology that appears in the game. Take a read and see if you can find anything useful.

Narrative rules for Cyberpunk

Cyberpunk is its own genre of story, but there are certain rules that must be followed to create game stories that match the cyberpunk feel. Here are a few suggestions:

1 No moral repercussions, only power plays

In the CP world, there are no moral repercussions for any actions the PCs or NPCs take. Whereas in the fantasy the Guard steps in when the PCs start tolchoking townsfolk, in the CP 2020 city, the cops are just as likely to ignore any violence they happen upon as they are to cheer it on.

That is unless the violence is done to someone with power. If PCs cause problems for people in power, they will instantly regret it and permanently feel it. Hurt a cop and every law officer will be on the lookout for them, while municipal authorities will cut off their utilities. Goodbye electricity and internet! Rough up a black market dealer and PCs can get blacklisted, with no access to new gear, or places to offload loot. This is a death sentence for solos, and could only be remedied by doing someone a big favour. Get caught with their fingers in the mafioso cookie jar or backstab a corporate psychopath, you can expect these organizations to turn their might towards wiping out the PCs. Every NPC solo, crooked cop, and corporate suck up will be gunning for them.

That is why the default mode for Cyberpunk isn't the power trip, it is minding your own business, because the penalty of failure is...

2 You can always fall lower

The PCs may seem to start at the bottom of the ladder, ready to climb up and out of the gutter. But just as in the real world, there is always someone in a worse situation than them, and their desperation knows no bounds. There are street rats who are a day from starving and ready to stab someone for loose change; subhumans dwell in the sewers, ruled by despotic leaders who don't mind throwing their slaves at PCs who stumble into their domain; slaves who owe their body and soul to someone entirely legally. Even cyberpunk bible Neuromancer had characters who logged out of consciousness while they sold their bodies to make cash or pay off debts. The threat of falling lower should be omnipresent, and means that...

3 Everyone wants a piece

One surprising thing in most CP is that although the games, films, or books focus on advertising as the ubiquitous sign of capitalism's complete dominance of the urban cyberpunk world, these are always for trivial products. Living in Japan, the reality is that the most visible and insistent advertising is not for things, but for high interest loans. Go read the amazing manga Yamikin Ushijima kun. It is a shocking and depressing depiction of the ruthlessness of Japanese payday loans, and the desperation of their so-called 'slaves' - debtors who give everything to pay back what they owe, but only dig themselves deeper in the hole. Just as Japan was the inspiration for much of William Gibson's visions of the cyberpunk future, the bleak worldview of Ushijimakun is a perfect fit for CP2020. There should be ceaseless ads for 20, 000 credit loans, payable in 10 days, conditions negotiable, which turn out to be the entrance to what Japanese call 'shakkin-jigoku', or 'debt-hell.' And if PCs try to the out their loansharks, they should quickly learn...

4 Some people are untouchable

In sci fi or fantasy games I have run, PCs don't mind taking a swing at the king that hired them. In cyberpunk, anyone doing this is signing their death warrant. First, no one savvy enough to gain power in such a dystopian world would let anyone armed or dangerous near them. They'll communicate through holograms, or have PCs naked in a pit when talking to them, or only talk to one PC, preferably a heavily outnumbered Fixer, and refuse to meet anyone else. Second, they should also have enough defence prepared to take on any threats. They should have surveillance, hidden weapons, and cybernetic implants that ensure their survival and safety. This means that the GM should not feel constrained to determine the gear and preparations of any VIP meeting PCs in advance, but should feel free to give them what they need to survive on the spot. The GM is only one person, but are representing someone much smarter than they are, and with the resources to keep them safe. Giving VIPs instant access to gear is a natural technique in running an unfair world.

Tech Rules

1 Everything is Hackable

That palm link to your gun? Hackable. That memory insert with all your skills? Hackable. All cybernetics should be hackable, and even the strongest security should be limited. You could delineate levels of security, much like the adblocker, VPN, or antivirus software of our times. You could have 1) freeware, buggy and easy to hack; 2) adware, harder to hack but rife with ads and with limited functions; 3) pay ware, decently hard to hack, but requiring large resources to keep updated; and finally 4) corpware, top of the line security that is virtually unhackable, but with ties and backdoors to the corps or military research labs that develop it and allow their agents to use. These different levels of cybernetic defences give many storyhooks and reasons to gain wealth, power, and connections to organizations. Speaking of hacking...

2 Hacking is Another Game

As mentioned, the CP2020 hacking rules are both clunky and laughably outdated. Instead, make hacking a game, any game. Got an old Rock em Sock em Robots lying about? Bust it out and play Player vs GM, require one win per level of security hacked, with 1 round or minute spent for every game played. You could use Jenga to represent keeping a database open, or hand them a dollar store pinball game and time how long it takes them to get all the balls in the baskets. Use your imagination, rifle your kid's toy box, and enjoy a quick game that gets the pulse going instead of a tedious hacking dice fest.

How were these suggestions? Do you have any of your own? If so, leave them below!

Friday, October 26, 2018

Trapped in D&D World

Imagine yourself transported to a fantasy setting. We all have. Would you survive?

This premise has been around for ages. It is the main concept behind John Carter of Mars, by Edgar Rice Burroughs.

Since the advent of roleplaying games, it has turned into its own genre. It starts, of course, with the Dungeons & Dragons cartoon, co-produced by Marvel Studies and TSR in 1986.

A tale of involuntary LARPing

Six school kids are transported to the world of Dungeons and Dragons, and adventure about aided by the Gamemaster, all the while searching for the way back home to our real world. Certainly, it fired my junior high school imagination, and I have since found and read the unproduced final script online. The stories are realist fantasy with no tropes representing game mechanics.

Then there is The Realm by Guy Davis and Sandy Schreiber, a 1986 black and white indie comic (Arrow/Caliber) that postulated the same situation, but didn't pull any punches in terms of violence, nudity, or characters embracing evil. This puts it in the same realist fantasy category as the previous entry.

I had this issue, filled with cartoon blood & boobies

A few years back, I stumbled upon the amazing webcomic Penultimate Quest by Lars Brown, a story about characters from our world trapped in a "dungeon that never ends"

Down the rabbithole

PQ adds both a loss of memory trope to the mix, as well as RPG mechanics such as respawning. Additionally, it is drenched in metaphysical ambiguity, with characters not knowing if they are in reality, a possible purgatory, or hell. Finally, PQ leverages the power of comics to present kinetic and showy action panels, which are a refreshing change from D&D's non-lethal combats and The Realms half anime, half SCA-inspired action sequences.

Now I see the Japanese have made their own version, Hai to Gensou no Grimgar (Grimgar of Flies and Illusions).

Grimdark Fanservice

It is much the same as PQ, with characters starting as amnesiacs finding their way as adventurers. When one character says, "This is not a video game," others ask what that expression means, implying that the longer they stay in the game setting, the more their link to the real world grows tenuous. Grimgar adds to the mix a 'weight' to combat that has drawn attention from film critics (HERE). In its realism of violence and monster motivation to survive, Grimgar has a lot in common with the grim fantasy of Goblin Slayer, which also wallows in fantasy tropes without the 'trapped in D&D' trope, unless the clicking dice sound at the end of episodes is a clue to some future revelation.

Finally, cartoonist Olan Rogers has recently launched The Lion's Blaze, the story of 4 young people trapped in the eponymous arcade game, who have to stay there to revenge and resurrect one of their number who is slain by the game's antagonist (watch trailer HERE). Game mechanics are front and centre here, and the 'stuck in a literal game' limits the reality of fights while the low modality of the artwork and amateur voice acting makes this into pure cheesy fantasy fun.

Interested in trying this genre in a game? Here are some system-free ideas on how to do it:

Pros: Bonus to physical strength and endurance, bonus with weapon from sport done
Baseball: Club
Hockey: 2 handed sword
Wrestling: Unarmed damage
Cons: Not very bright
Classes: Fighter, Knight, Barbarian, Noble

NERD: +1 Int
Pros: Bonus to intelligence and knowledge rolls. Able to make a weapon based on science done:
Chemistry: Gunpowder
Physics: Arbalest
Biology: Poison
Cons: Not very strong or healthy
Classes: Wizard, Sage

Pros: Stealthy, cunning, knows where things are
Cons: Not overly social
Classes: Ranger, Thief, Acrobat

Pros: Knows social rules, always looks good
Cons: Jack of all trades, but master of none
Classes: Cleric, Knight

Pros: Always gets kidnapped instead of killed, good at befriending monsters
Cons: Not really good at anything but getting into trouble or making
Classes: Any, but does them badly

Tuesday, April 10, 2018

News & An OSR Hidden Gem


Real Life has been on an upswing lately. In the past 2 years, I've traveled for presentations (Valencia in Spain, Lexington KY and NYC), churned out some high level publications (see my discourse analysis of Gudetama in Japan Forum this month), and just made professor at a nice little seaside university in beautiful Kobe.

                                                        Seaside office view makes all the work seem worthwhile

Life is good again, at last!

However, my inner life has paid the price for all this success. I hope to get back to gaming, martial arts, & music with the reduced course load. As ever, I am bubbling away at sociological research on the side as well.

Lurking around the OSR today I found THIS gem. It is the unique creation of an ex RPG.net poster. There is art, philosophy, and gaming related links therein, including a Venture Bros 1 page rpg.


As for this blog, I have a HUGE backload of posts to clean up and spit at you, but I surmise I won't get much of that done during the semester (Japanese uni start in April to July, then again in September to January). Expect an uptick in posts in summer, as well as next spring.

Saturday, December 9, 2017

January Online Gaming

In January, classes end and I should have time for gaming.

In that case, I would be interested in running games of my scenarios to help develop them for publication.

Would anyone out there in the Blog-O-Sphere be interested in playing?

My 3 scenarios are as follows:

Option 1
Stormbringer RPG (1st ed.)

"Angels & Spiders"
I posted the first chapter of this scenario a few years back (I'm afraid to look how long ago). Two opposing alien factions arrive in the Young Kingdoms, and it is up to the PCs to see that their conflict does not destroy the plane. Very sandbox and free wheeling.

Option 2
Dragon Half RPG (originally a Japanese RPG, but I will provide English materials)

"Undead Gods of Rock"
Unposted. PCs are all monster-half kids in a boring backwater town. Rummaging through their parents' record collection one day, they find the banned album of the Undead Gods of Rock, and embark on a quest to summon them for an apocalyptic last concert. Very sandbox but with definite objectives.

Option 3
OSR (Swords & Wizardry WB, possibly Flailsnails compatible)

"The Sister of Mercy"
Unposted. Adventurers are called for by a small barony, where a 'star' is reported to have crashed into a mountainside. Since the event, strange metal monsters have begun ravaging the land, and anyone who ventures near the crash site either disappears or returns... changed. Can the PCs uncover the secrets of the 'Sister of Mercy'? Location-based, half wilderness, half dungeon crawl.

If this goes well I may offer a second, scifi round of gaming.

I'll also be looking to play, so if you know anything that suits me, let me know.

Tuesday, November 21, 2017

Less Death More Story

Rereading The Hobbit, it strikes me that hardly anyone dies. The defeated heroes are instead captured by trolls, or spiders, or elves, or a friendly werebear. These throwaway characters end up having larger significance when you read Lord of the Rings where the elves of Lothlorien, the spider Shelob, and Tom Bombadil are used to expand on this story construct.

In other words, Tolkien often exchanges death for a story hook. Although Tolkien is cited as an inspiration for D&D, the lethality of early versions of the game and its rivals like Traveller point to a pulpier, more lethal origin. Player dissatisfaction with this high lethality in comparison to the fiction origins of the hobby have in turn led to a buffing up of character resilience in later editions and games.

However, at heart rpgs are about telling a story communally, and I think exchanging death for story hooks is a good way to accomplish this. Letting PCs cheat death in a way that complicates the story for good or ill is a practice that will reap unseen rewards in verisimilitude of and engagement in the game world. This realization has inspired me to create a table allowing characters to avoid death in favour of other story developments. This table can be used for any genre (except horror, where death has to be final), so I will give examples from Fantasy / Science Fiction / Adventure / and Supers gaming to help the GM flesh out the details in the context of their game.

Escaping Death!

When a character is felled in combat, roll 3d6 and consult the following table.

3 Taken! A powerful, intelligent foe takes the character from his or her vanquishers, necessitating a side quest to recapture them. The Demon / Alien Computer / Evil Warlord / World Destroyer may try to turn the PC against the party, or else use them as a hostage if cornered. Play a different character for the remainder of the session or until the reunited party returns to their base.
4-5 Taken! A powerful animal foe takes the character from his or her vanquishers. The roc / Alien Queen / dinosaur / Dimensional Hound may be saving the character to feed to their young or for impregnation. On the plus side, allies may track the character and attempt to save them from such a fate, and the GM may allow a character an appropriate roll to escape, but will be at half strength or life whether they escape or are rescued. Play a different character for the remainder of the session or until the reunited party returns to their base.
6-8 Being Delivered! The foes have you in chains but are delivering you to their god / leader / boss / mastermind. Your companions thus have a chance of tracking and rescuing you, but all your items will be shared out and used by your captors, complicating rescue. The character will be at half strength or life when  they are rescued. Play a different character for the remainder of the session or until the reunited party returns to their base.
9-12 Captured! The foes that vanquished you have you, but are keeping you alive for slave labour or trade. They are also willing to trade or sell you back to the party. The character will be at half strength or life whether they escape or are rescued.
13-15 Being Delivered! A group of allies helped you escape, but it will take time to return you to the party. Play a different character for the remainder of the session or until the reunited party returns to their base.
16-17 Saved! A powerful animal ally takes the character from his or her vanquishers. The unicorn / Star Baby / yeti / Dimensional Watcher may have saved the character unintentionally, or as a mysterious move in some game of larger forces.  On the plus side, allies may track the character and attempt to reclaim them, and the animal may even care for or protect the character if the GM allows a persuasion roll or a service is performed for them. Play a different character for the remainder of the session or until the reunited party returns to their base.
18 Saved! A powerful, intelligent ally rescues the character from his or her vanquishers and spirits them far away, necessitating a journey to return them. The Angel / Alien Computer / Freedom Fighter / Star God may try to turn the PC into their servant, or else expect the debt to be repaid in future. Players should use another character until theirs is reunited with the party.

Heroic Death

Yet even in Tolkien’s world, significant people die. Boromir. gives his life to warn his fellows and let Frodo and Sam escape. In a true story-centered rpg, death should be a choice that has major story repercussions.

If a player does not want to continue using the character that is defeated in combat, he or she can instead opt for a Heroic Death. A Heroic Death is one that has great significance, that benefits the party or the cause they work for. Players can only choose a Heroic Death when the party is in real peril, and can’t be used just when they succumb to unlucky rolls but others are safe. Choosing a Heroic Death trumps mechanics, it just allows a story effect negotiated by the player and GM.

You close the portcullis / airlock / tomb door / warp tube, allowing the others to escape the explosion.
You stop the monster / alien / cultists / assassin long enough for the others to get away.

You use your body to shield your fellows from the firebolt / laser blast / grenade / cosmic beams, allowing the others to achieve their objective.
You slay the last orc / robo-sentry / Nazi / cyborg and let the party move onto the McGuffin.

I'll definitely be trying this in the next session I run, especially if it involves old school lethality.

Wednesday, October 11, 2017

D&D Album Covers

I think AJJ's The Ghost Mice Split cover looks totally like an OSR art piece.

Any idea who did it?

Listen HERE

Tuesday, August 22, 2017

AFMBE Session Report & Episodic Horror Gaming

So, I ran a game of All Flesh Must Be Eaten (AFMBE) on Thursday. It was my first game in over a year, and first time using that system.

It was a blast!

It was also my first salvo in an attempt to get regular gaming jump started. My plan is monthly gaming using AFMBE to run horror one shots with rotating DMs (or ZMs in this case). We are all in our 30s or 40s, busy with family and work and random interests, and weekly gaming locked into a storyline curated by one person just seems impossible. So, horror anthology gaming, kind of like the Twilight Zone. We use pregens every session, but XP accumulated by players stays with them, and can be used to modify their character in whatever session. This incentivizes continued presence without punishing absence. New players or one time only appearances by people is also encouraged, avoiding the hard feelings of spotty campaign participation, but also adding a little spice to the proceedings.

Admittedly, AFMBE has a lot of whistles and bells, so it was also a good chance to test drive the system and slowly learn it. There wasn't too much looking things up, and now I am familiar with the rules and how they run. If the seasons take off, ZMs can also draw from the Buffy RPG, Terra Primate (basically Planet of the Apes), The Evil Dead and CJ Carellah's Witchcraft besides AFMBE books. That is a lot of gaming potential there.

Anyway, on to the adventure!

Most people I know are off somewhere for summer holidays, but thankfully my mates Casey and Paul were around and agreed to give AFMBE a spin. I decided to let them have two characters each, and run them through an adventure I had made entitled "Generation Kill Zombies," based on the miniseries Generation Kill about the 1st invasion of Iraq. The synopsis I wrote for myself is at the bottom.

First, for characters we used the Soldier template (corebook pg. 78). I encouraged Casey and Paul to come up with one word personality descriptors they could use like Risus cliches for their characters. They did not disappoint.

We began with four characters:

1) Billy, a 'techie' from Georgia in the USA. +1 to Int and tech rolls, starts with a taser pistol.
2) Ricky the Rat, NYer like Rizzo from Midnight Cowboy. +1 Per and searching, always has the right gewgaw when needed.

3)  Father Ted McBride, parson-like figure from the UK. +1 to people skills, also carries various medicines all the time.
4) Bobby Staunton, contractor from Manchester. + 1 End/Str, good with munitions.


I informed the players it was February, 1991, and they were soldiers in the coalition invading Iraq. They began with their mission briefing in a tent. A commander Grenfell greeted them then ran them through the covert mission they were given.

First, they were shown this photo:

Grenfell informed them that the Iraqi army was in disarray and that US and ally troops were now rushing to final objectives before a peace settlement and withdrawal. Their mission would be to go to the Al Muthanna R&D facility, which had been bombed and partially destroyed by US airstrikes, and recover strategic assets. Only the bio-toxin building and animal house were intact and showed minimal activity, and otherwise most personnel had abandoned the area after the bombing run. They were looking for 3 things:

1) data on the Scud missiles and nerve gas they contained
2) any cash 'repatriated' to Iraq during its unlawful invasion of Kuwait
3) any of the 3 'chemical brothers' or A-list war criminals in the US army deck of Iraqi VIPs to be captured, and who all have a bounty on their head

The PCs would be given a Humvee mounted with a machine-gun and whatever gear they requisitioned. They thanked the commander and were on there way at 07:30.


Three hours later, deep in Iraqi territory they received a radio transmission from a convoy of three US trucks that had stopped to fix a flat tire and started taking sniper fire. The CO of the convoy was requesting any nearby unit to help neutralize the sniper, and the PCs realized they were the closest. Without hesitation, they agreed to go help out. This is the scene I sketched for them:

The team pulled up on the far side of the village away from where the sniper was and 1 klick from the stranded convoy. Stashing their Humvee behind a dune, they humped over to the village, incurring a 1 Endurance loss from the heat. The village was a lump of low thatched huts made of baked clay surrounding higher buildings with flat roofs. It looked like this:

I informed them they could easily climb on top of a thatched roof, but a flat roof would take something more. They elected to go through the main entrance quietly.

A few Stealth rolls later and they were through the village entrance and up a central stairwell onto the rooftops. They catch a glimpse of the sniper at the far edge of the roofs moving between hanging laundry and reed partitions, and Billy & Father Ted decide to close the distance with tasers drawn while Ricky and Bobby cover them with their assault rifles. The plan works, and Billy shoots his taser leads into the sniper from behind.

To their dismay, the insurgent turns out to be a boy of 13 or so, and Father Ted quickly realizes a taser jolt intended for an adult male may be the reason the boy is turning blue. Using his knowledge of medicines recreational and legal, Father Ted stabilizes the young insurgent, who they carry downstairs.

At the base of the stairs they are confronted by a woman wailing at them and gesticulating at their prisoner. Father Ted realizes it is probably the boy's mother, and in his poor Arabic somehow manages to calm her down. Although the village seemed nearly deserted at first, the four soldiers can now see women, children, and the elderly peeking at them from cracks in windows and doorways. The players muse about whether the boy was just trying to protect his village or really a soldier.

Still, wartime is hell and firing on a convoy makes you a combatant, so they radio the convoy to bring an interpreter and pick up their captive. This done, they continue on to their objective.


At the gates of Al Muthanna, the team decided to visit the animal house first. They pushed straight up to the front of the building, guns ready under the noonday sun. Nobody was there, and the front double doors were slightly ajar. They scouted the perimeter and found a well-used civilian car, which Billy immobilized by taking its spark plugs.

They crept inside the double doors to find a small flock of sheep sheltering from the baking sun in the now shitstained lobby of the building. After a brief search they turn towards the closed double doors leading to their interior of the building. Ricky motions the others to silence and presses his ear against the doors.

He hears the opening beats of Madonna's 'Justify My Love', which was dominating the Top Forty at the time. The others listen as well, dumbfounded. (I had started the song on Casey's cellphone, so it became the soundtrack of this portion of the adventure). Ricky eases the doors open and sees a hallway leading straight in, with a door on either side about 15 feet down, and a barricade made of desks, chairs & equipment twice that distance further down.

The team decides to advance down the hallway and simultaneously breach both doors. They inch down the hallway, then Fr Ted and Ricky break left while Billy and Bobby break right. On the left, they find the building's kitchen, now a mess of food crates, dirty dishes, and garbage. On the right, they bust in on a young Iraqi male lying on a bed, dressed in a dirty lab coat, Madonna T shirt and boxer shorts reading books on a bed.

"Don't shoot, please!" the young man pleads in near-perfect English. They tie his hands and he explains that he is Mustafa, a research assistant here in the animal house who learned biochemistry at Michigan State University. He tells the soldiers that all his colleagues have fled since the bombing, but that he stays to care for the sheep, read and listen to music.

They ask Mustafa about the barricade, and he is quiet for a second before responding. He reports, "They tested gas on a monkey down there. Three of my coworkers came in, none came back. I could hear the screams and sounds from here. Luckily, the doors are all auto-locked. So I made the barricade and don't go down to the research labs anymore." The four soldiers agree to follow Mustafa's example.

They ask about the Bio-toxin building and Mustafa draws them a map.

Mustafa explains that the small platoon stationed at the facility had left after the bombing, but that a small group of a half dozen Republican Guards (RG) stayed with the facility head, Sayid. The players show Mustafa the kill or capture card for Chemical Sayid and Mustafa confirms this is the man they are looking for.


The PCs load Mustafa into their Humvee and drive to the bombed out barracks down the road from the Bio-toxin building. Ricky creeps through the ruins to the side closest their target and peeks out to confirm a heavy machine-gun nest and two RGs guarding the front doors of the facility.

He reports to the group, and they decide to let Mustafa return to the animal house on foot while they sneak around to the rear of the building. The team inch across the dunes on the far side from the machine-gun nest.

Coming to the far side, they note the balcony on the roof as one possible entrance, and Ricky decides to climb up using a grappling hook and line he happens to have in his gear bag. The rest of the team decides to wait until he gives the all clear before climbing up.

But the signal never comes. Instead, Ricky knocks over some furniture on the patio, alerting Chemical Sayid who waits in the office beside it. Sayid begins firing 3 shot bursts at Ricky, the first a critical (if I recall) that tears through Rick's armor and his life points. Rick returns fire

Meanwhile, on the ground the remaining team members take action. Father Ted goes to scout around and see if the front guards are coming. (I secretly roll that the soldiers there and on the roof have been ordered by Sayid to stay at their posts or die, and so they will not come looking for the PCs, but only engage when the PCs enter their location. Lucky for the team!) Billy does the same on the other side.

At this time, Bobby tries to breach the wall with an explosive charge, but in his nervousness he fumbles around for a few rounds until succeeding. The wall blows inward, and Bobby slips in to find several civilians with horrid chemical burns staring at him unmoving from inside holding pens (the zombies, taken from Nazi zombies on p. 191 of corebook) on the left, a corridor to the lobby straight ahead, and a door to the stairwell besides the elevator on the right. He opens the stairwell door and clears the area, while the returned Billy goes to the elevator and Fr Ted comes back from scouting and starts clambering through the smoke filled hole.

Back on the roof, Ricky starts firing back into the office with his grenade launcher, missing Sayid directly but kicking him around and setting his office ablaze. Rick gets initiative and with an aimed shot brings Sayid down. He debates opening the door to the front of the building, but smartly decides to stay still and bandage, missing an encounter with the two Republican Guards stationed on the other side.

Returning downstairs. Billy's investigation of the elevator is seen on camera by the guards in the security office, who remotely lock the elevator and unlock the cage to the chemical zombies, who immediately begin to rush out. The next few rounds are a flurry of dice rolls as Father Ted is jumped and Billy and Bobby begin firing at the other zombies as they emerge from the cage.

Father Ted is choked and punched, but manages to survive and take out a zed while Bobby and Billy mow down the others as they come out of the cage. Just as they finish and before they can move further into the building, Ricky calls down, drops the suitcase of cash to them, and starts painfully making his way down.

Lucky, lucky, lucky! They decide not to push it and sneak back around to the barracks the way they came before getting in the Humvee, picking up Mustafa and heading for HQ.


The PCs drive back the way they came, Father Ted's face busted up by a zombie, and Ricky covered in bloody bandages over his gunshots and shrapnel wounds. Although Chemical Sayid has been obliterated and they have destroyed or left any data on the chemical weapon and its strange effects, the one success is the suitcase of 1.5 million USD that sits on the backseat of their Humvee with Mustafa.

They pull into their base to find huge billboards proclaiming VICTORY! and HUGE USO SHOW!  They park and return to their briefing tent, but Grenfell is not around. The base seems nearly deserted, with only a few essential personnel on duty. Music blares from the nearby amphitheater, so they make their way over.

As they climb the stairs into the arena, they see a huge crater with the remains of a SCUD missile strewn in and around it. The 1000 strong crowd in the amphitheater all stand eerily silent amid the blaring music, their faces bubbled and oozing like the Iraqi test subjects the team had run into at Al Muthanna. Suddenly, a zombified George Bush senior on stage points in their direction and howls, and the crowd moves en masse towards our heroes.

Fade to black.


Yeah, I took it easy on the guys. The zombies were non-infectious, and enemy soldiers only engaged when PCs entered their zones. I have no problem with any of this - the session was just a test drive of the system, as well as a taste test to drum up interest for monthly horror sessions.

If there is a next time, nobody will be so lucky, including me if someone else ZMs! If I can't rustle up a local group, I may run sessions on G+, so drop me a line if you are interested.


Generation Kill Zombies
Scenario synopsis

This is the adventure outline I wrote for myself to keep me on track as ZM. Feel free to run it as is or punch it up with more details or events as you desire.

  • Radio call out from a platoon pinned down by sniper fire, PCs choose to go or ignore. 15 year old sniper on top of village huts.
  • Going through factory ruins, run into zombie-like old caretaker.

The Animal House: One caretaker is still here feeding the animals, some sheep and some rabbits. He has info. about the Bio-toxic facility (zombie features, 6 soldiers, Chemical Sayid)

The Bio-Toxic Facility: Outdoors, 2 soldiers man a machinegun and sandbags.
First floor, 2 soldiers with AKs behind bulletproof glass in security office of lobby, iron door to hallway. Hallway leads to security office door, then locked electronic door to holding pen filled with 2d6 gassed civilians, and turn to elevator at end. Video cameras everywhere. Sayid will shut down elevator and open pen doors when PCs pass turn.
Second floor, main hall with three offices on right, cafeteria and prayer room on left, d6+1 zeds here, and stairway to third (top) floor at end.
Third floor, stairway has 2 soldiers with AKs at top. Door on left is maintenance, right is balcony leading to roof, middle is general office with d6+1 zeds and door to Sayid's office at rear. Lots of Scud and zed gas data here. Sayid has $1.5 M USD in his office safe, will slip out to balcony and climb ladder to roof to escape by rappelling down. The controls to elevator and auto locks are here, as well as Scud firing remote control, which Sayid uses when PCs enter general office. Office shakes, mechanical noise, sound of blast off from Scud in underground silo behind facility.

Motor pool: Next to Bio-Toxic Facility, has two jeeps hidden under tarps.

Denouement: PCs get the money, info, or POW if they survive. They drive back with no incident until they get to the camp, see "Victory!" signs everywhere, hear music blaring from USO ampitheatre. Go in, zeds turn on them, end of session.