The Shotgun Diaries is a roleplaying game about zombie survival horror. Specifically, this is Nick's roleplaying game about zombie horror. I designed it. Indie Press Revolution (IPR) is a direct sales network of quality independent publishers, dedicated to bringing you the best of small press tabletop roleplaying . Watermarked PDF. $ $ 1 2 3 4 5. Average Rating (19 ratings). The Shotgun Diaries is John Wick's zombie survival horror roleplaying.
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The Shotgun Diaries is simple, fast-paced roleplaying game designed to 1, The Shotgun Diaries PDF, The Shotgun Diaries 1 · John Wick Presents · , Shotgun Diaries is a little RPG from the award winning game designer Unfortunately the book has no pictures and is available as a PDF only. The Shotgun Diaries is a roleplaying game about zombie survival horror. Specifically, this is Nick's roleplaying game about zombie horror.
You also need six- sided dice and different tokens for the Zombie Clock and Fear. You may even call them archetypes. What is your archetype? He also knows how to make complicated machines work. He always rolls at least four dice for any risk involving tools, devices or machines. The Dangerous Survivor always rolls at least four dice for any risk involving weapons. The Fast Survivor always rolls at least four dice for any risk involving speed.
He always rolls at least four dice for any risk involving sneaking around and not being seen. The Strong Survivor always rolls at least four dice for any risk involving any physical actions.
The Helpless Survivor never rolls any dice, but if anyone takes a risk to help or protect him, they roll two additional dice. However, if players are willing to take a chance on a particularly challenging role, the Helpless Survivor is the way to go. Roll a number of six-sided dice equal to your Survivor type.
If any of your dice rolls a 6, you get to say what happens to your Survivor. If none of your dice rolls a 6, the Narrator says what happens to your Survivor.
But, there are some complications. No Zombie? No Roll! No Dice? No Dice! Time to make a new Survivor. This means if you are the Fast Survivor and you need to lift a heavy gate to get away from the zombies… you get no dice to roll. Killing Zombies On the other hand, if you are rolling dice, zombies are present. Climbing a ladder? Trying to get through the window? Grocery shopping? Saving another Survivor from a zombie attack? You are always shooting zombies. However, if you are with other people, you can roll a number of bonus dice equal to the number of people with you.
For example, if you are out getting groceries at the local food shop, trying to sneak by the zombies, you roll a number of dice appropriate to your Survivor Type plus a number of dice equal to the number of people with you. If the player wishes.
If the Total Fear of the Survivors is greater than the number of Survivors. Infection Instead of dying from zombie attack. This happens when the Survivor fails to roll a six.
The Zombie Master shows mercy on the poor Survivor and allows him to live just a little bit longer.
Just make sure. Whoever rolls the most sixes says what happens. Watch critically. Both the Survivor and Zombie roll appropriate dice. That means.
Watch Zombie Movies No kidding. Survivor vs Zombie The only time Survivors roll against zombies is if they encounter a Zombie. Zombie Master Notes Finally. And that means you have to be a little mean. Find out what scares your players and use it. Think to yourself. Ties go to the Survivor.
Know Your Players This is a game about being afraid. Know it. Also know when not to do things to your players. And when a Survivor dies or gets infected. Fun is fun and scared is scared. So run.
And get a helmet. This is a game about zombies eating your brains. That gets them worried right quick. Know the difference. But not for long. Use them. And if they joke around too much. If Jessie is afraid of spiders and Joannie is afraid of drowning and Jacob is afraid of clowns.
You give them Fear Points. Run you bastard. So run!
A six means the player says what happens and anything else says the Zombie Master says what happens. Last Words If you. Keep running. Everything else is just clever dice tricks. JW 16 A previous version of this game was privately distributed.
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Martin Scott Catino. CJ Angat. Anonymous 0ppGK23h. Legal Cheek. Milton Rudolph v. Milton F. Steinhardt, F. Daguhoy Casiben. Herbert Hillary Booker 2nd. First the players know that they could turn at any time but the GM decides when.
This is a great way to use the meta game to affect the tension and mood. The second thing is that the turned player gets to play as the zombie. How fun is that? This was a little less than we were expecting but the game still went over smoothly. It took a little while for the players to adjust to being able to affect the plot and even define what they discover in empty rooms.
Both of these problems could be easily fixed with further plays, and the second requires the players to get out of the combative mindset of other systems. Actually GMing the game was a bit different as well. It is nice to not have to prep for a game but at the same time it can be tough to come up with good descriptions, names, etc.
The Zombie Clock was absolute blast to use. The aspect of increasing the number as the players are discussing their options really adds an element of suspense to the game and the ability to add complications to things is absolutely necessary in a game where the players can call so many of the shots. One thing I wish I had was a stack of zombie miniatures to use as counters for the clock rather than a d