this post was submitted on 09 Sep 2024
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Sounds like a neat idea. The self-insert aspect is interesting, but I wonder if it would limit the kinds of stories you could tell. How is character creation handled? Is it considered mandatory to create a character based on yourself, or is it simply a fun suggestion?
Also, how does the "gameplay is set in the player's real world locations" thing work? Does that mean it's harder to play online with people who are far apart? Does the game balance change if played by a group in a rural/urban/suburban/industrial environment? Or is it again simply a fun suggestion? These sound like neat ideas for making the game seem more unique and immersive, but I'm having trouble imagining how they would actually work in a way that would stay fun to play over and over again.
Hi, thanks for your questions!
TL;DR: These are more like guidelines than strict rules. 🙂
Character creation is optional, so you don't have to play as yourself, but you can if you'd like. It's always interesting to see who chooses to play as themselves! In our test sessions, most players went with this option. During the character creation phase, the rules allow you to more or less mirror your real-life abilities. Your actual skills can be translated into potential skills in the game, and the rule set is designed to be as flexible and adaptable as possible for any Game Master (GM).
The setting is usually chosen by the GM in agreement with the players, based on locations that everyone knows well, such as cities or neighborhoods. Whether playing online or offline, these locations can be agreed upon in advance, so they don't affect the balance of the game. Of course, this is just a suggestion— as we figured players would like to chase zombies in neighborhoods they are familiar with! However Google Maps or real maps can also be used to help set the scene for the adventure, making it easy for the GM to prepare and for the players to follow along regardless if they are on home turf or not.