I've talked to 3 out of four potential players, our podcast is going to add a new cast member so I'll wait and talk to them to see if they want in as the fourth player, I've put together a spreadsheet to track all the things I've been talking about in this series, and I've put together an outline for what I want to happen in the first session. Oh, and I even have the first session scheduled! For February. Because we schedule one month ahead. Thank goodness.
Hopefully my players aren't going to read this particular post, or if they do they're bad at meta-gaming, because I'm going to talk about this first session I'm planning.
Since the campaign is really about setting up the enclave, I don't want to do an enclave creation session, which would traditionally be the first session. So what I'm planning is to start the players out at the end of Operation Utility in the last site they were working to shut down. They'll have a certain amount of resources left (NPCs, vehicles, and other materiel) and then Gnat's Whisper comes down and they should realize they're all fucked. At least in terms of getting back to the Recession.
If the players immediately move to 'we have to find somewhere and hole up,' I can just proceed forward. Otherwise time for Masada to walk in and give a speech. I should probably write that out, or at least write the first paragraph and outline the rest — if I don't, I'll have a hard time improvising in the moment. Knowing myself. Also at this point, I'll have to see if they choose to loot the retro-virology lab I'm starting them in and, if they do, whether they go for short-term medical supplies or long-term laboratory supplies. The specific supplies won't affect the rest of this session but is all about what happens in future sessions. How long they spend looting will affect this session though, which I'll get into later.
Then a Red Markets Leg — loot a hardware store, loot a grocery store, or skip? The plan is that loot from the hardware store will improve the odds of the future enclave having enough housing and a working dock for fishing vessels. The grocery store will allow the enclave to feed itself for a little bit. Either option takes time. I'm thinking the hardware store could be looted in the next session without too much of the potential Haul going bad. The grocery store on the other hand... well it has been about two months since the Crash started, so the perishables have all perished. I guess the canned foods would still be good and the potential total Haul should stay the same... Oh! Hardware stores have garden centers — I should let the enclave get vegetable gardening going off of loot from the hardware store. Actually, I should make the players choose between what they're looting: tools, lumber, or gardening supplies.
And then we're on to the main meat of the scenario, in my mind—the docks. This is where how long players have spent looting is going to matter. The set up is that there about 200 civilians on the docks and they players have to choose how they're going to deal with them: 1) fuck off to the island they've chosen to set up an enclave on and tell people to meet them there, 2) split the party with half staying to check the civilians for bites then evacuating them and half going ahead to the island, or 3) hold the docks for the checks for bites and evacuation. What the players shouldn't know is that there's been a countdown timer ticking down based on how long they've spent looting and when it reaches zero, an attack of Vectors at the docks. If they're smart, they'll have someone on watch and see it coming. But any rate, the options:
Option one gets them an easier time clearing the island of zombies—I'll have everything on the island have dropped into torpor so they can walk through, coup de gracing everything without using ammunition. But very few people are going to make it off the docks with few boats to actually populate the enclave. Well, not everyone died on the docks, I'll have a few boats floating in the area where everyone died from someone going Vector on the boat. That will give me a vignette or two plus maybe a job for the players to deal with those consequences: a boat running aground on their island or having to board and clear to get the boat for the enclave fishing fleet before it does run aground.
Option two has two sub-options: the players hold the docks and the NPCs clear the island or vice versa. Either way, the zombies on the island will come out of Torpor during the push to clear the island. If the players clear the island, they'll have to clear as many zombies as possible and then fight the ones that come out of Torpor, the NPCs at the docks will loose 4 people and get about half the boats and population available evacuated. If the NPCs clear the island, I'll have the team loose 2 NPCs while the number of civilians and boats that make it to the island is determined by how long the players hold the docks. I'll give them a couple rounds to set up barricade, X number of civilians get onto boats per round, and the question is, what do they do and how long do they hold the docks. I think this will be the nastiest Vector attack.
Option three gets the most people evacuated before the Vector attack and they'll need to hold the docks for the fewest rounds to get everyone evacuated. But then they have to immediately go into the fight to clear the island and get the fewest rounds with the zombies in Torpor. Although theoretically they should have the largest number of NPCs as support.
Here's hoping I can keep this session appropriately bleak and tense. You know, my biggest weaknesses as a GM—and why I'm challenging myself this way.