I like the way you've adapted Zombie World-like card draw mechanics. The drawn card text eliminates a cognitive step. In my game, they have to look at the highest die and then perform a literal table lookup to know how to interpret it. Now granted, the remit was for experienced GMs and any GM worth their salt will do FitD 6/4-5/3- interpretation without a moment's thought but the new players involved might not find it so easy, and even if they do, the elimination of snags / friction here is paramount. Great thought!
I haven't actually checked out Zombie World yet so it's a matter of parallel evolution, I think. I did copy the outcome bands probabilities from PbtA though! Anything to get away from a binary outcome!
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I like the way you've adapted Zombie World-like card draw mechanics. The drawn card text eliminates a cognitive step. In my game, they have to look at the highest die and then perform a literal table lookup to know how to interpret it. Now granted, the remit was for experienced GMs and any GM worth their salt will do FitD 6/4-5/3- interpretation without a moment's thought but the new players involved might not find it so easy, and even if they do, the elimination of snags / friction here is paramount. Great thought!
I haven't actually checked out Zombie World yet so it's a matter of parallel evolution, I think. I did copy the outcome bands probabilities from PbtA though! Anything to get away from a binary outcome!
This is like Archipelago Lite, which is a great choice for complete noobs. I like the relatable situation, too.
Archipelago has been on my "To Read or Play" list for YEARS now! I was probably inspired by other games that were, in turn, inspired by it.