MWDPL/May We Die in a Parking Lot

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Six feet underground

If I had a heart you would make it pound

You make the dead come alive - Night of the Loving Dead

Introduction

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Basics

May We Die in a Parking Lot is a RPWG (Role Playing War Game) for 2 - 6 players and 1 Game Master. At the beginning of the game one player (either by choice or by force) is selected to be the Dead, the remaining players play as the living. The Game Master is much like the Banker in monopoly, it is his job to manage the game, enforce the rules, and ensure everyone has a good time. The GM should not be a Living player, however the GM can play the dead just fine. Either have the GM also be the person playing the Dead, or have a Standalone GM, the choice is yours. The players of the living can win the game by escaping their mall stronghold and making it to the edge of the parking lot. The dead win the game when all of the living have joined their ranks or been destroyed.

What do I need to play

1. A mall. Not an actual mall because LARP is fruity as hell, instead you need a map of a mall. I would suggest one, but I haven't found one yet. You also need to take said mall and label every store by type. I suggest doing this by hand, but if you want you can roll a d20 on table 1-1 below.

2. You need dice, preferably of the d10 variety. We are gonna use these dice to resolve actions. Each player should have at least 2d10, the player playing the zombies should also have a d20 on hand.

3. You need some figurines with which to represent your players, the zombies, and some unique figurines for special situations.

Here is a table of store types:

Table 1-1

Roll Store Type
1 Food Court Restaurant
2 Cinema
3 Sports Store
4 Toy Store
5 Hobby Shop
6 Electronics Store
7 Clothing Store (Mens)
8 Clothing Store (Womens)
9 Clothing Store (Youth)
10 Shoe Store
11 Drug Store
12 Book Store
13 Novelty Store
14 Candy Store
15 Jewelry Store
16 Housewares Store
17 Body Shop
18 Cutlery and Swords
19 Phone Kiosk
20 Snacks

Setup

After you have acquired the players, tokens, dice and map, you probably want to play the game, well there are some rules to this game that we have to go over first. You have to know how the game works, how to make your characters, and the player who is playing the dead has to know his special rules.

The Core Mechanic

I want to do something, I talk to the GM and we determine what skill that falls under. I then roll my 10 sided die and add my skill (and the stat it falls under) to the roll. If it is higher than the target number (which the GM has), I win and succeed in my action. If my action was a Combat action I am rolling against the dodge value of my opponent, a success means I hit and can deal damage.

The Living/Character Creation

A character sheet for a player playing one of the living can be found Here. As you can see it is currently blank, that is because it is your duty to fill it in. If you don't want to make your own character there will be a couple of example characters up Here for you to use.

To create a character, you start with 10 character creation points, you can do lots of things with these points. You can spend 1 point to raise a Stat by one. You could also spend that point to get 3 skill points, to spend where you wish. You could also spend a point to get 2 more points in any derived value. After you have spent all of your points, you should come up with a Name, Age and Backstory for your character. A backstory does not need to be complicated, in fact it is encouraged to be simple.

The Dead

Players playing the dead get access to The Horde and 3 special units that they can use against the survivors.

Unlike Survivors, when the dead fall they will eventually return to the battlefield. Each special unit has a recharge count. When the unit falls the recharge count is the number of rounds before you can use the unit again. The horde does not have a recharge count, instead the horde regenerates enough of the dead to fill one square per non combat round.

Rounds, Actions, and how to use them

Each of the living take their turns in order of initiative. If two players have the same score for their initiative, find an acceptable way to determine who goes first (flip a coin, roll a die, fistfight, shots til puke ratio etc...). The Dead always act last.

There are two types of round in this game, the combat round, and the non combat round.

Combat Rounds

Combat rounds are rounds where the Living and the Dead can come into direct conflict with each other. They are marked by turns in order of initiative. If there is direct interaction between the dead and the living, and a close proximity between the two groups, you should enter combat rounds.

A combat round lasts 10 seconds, within those ten seconds you may take 3 actions on your turn, one standard action, one move action, and one minor action. You may also, should you desire, swap out actions for other less complicated actions(standard can change to move or minor, move can change to minor). Your turn ends when you have depleted your actions, or when you declare it over, whichever comes first.

Non Combat Round

A non combat round is a round where there is no direct contact between the living and the dead. Non combat rounds last for one hour, giving players time to take many standard and move actions. The best way to determine it is in stores, a player can extract all the supplies he desires from 1 store in the space of a noncombat round, it would take him another to setup and deploy an entire store's worth of supplies. Non combat rounds are less formal, if the GM says you can do it in one round, you can do it in one. Remember though, the dead also act during noncombat rounds, who knows what foul machinations they could be up to.

Actions

The following things are Standard Actions: Using a skill or any direct stat based check. Move actions consist almost entirely of movement, you may move your speed in each move action you take. Minor actions are simple things that do not require a roll, this could include flipping a switch, pressing a button, things that can be done fast.


Skills