Life & Death and Supplies.
The life & death part of this is fairly simple and well constructed; at the end of every game, casualties that were removed during the game and survivors that were bitten perform a variety of dice rolls to see if they return for future battles and if they do, how their starting health is affected. All done in sight of your opponent and fairly standard campaign fare. There’s even a bit where you can perform an emergency amputation on a character that has ‘died’ from been bitten should you really wish to keep them in your crew! If a character dies permanently, all equipment that they were carrying during the game is also lost.
One consideration I’ve being mulling over is when a model is removed from a battle as a casualty (not bitten), they roll one white die and the number rolled is the number of health points that ‘are deducted from the starting value in the next game’. So what happens if a) they survive the next game or b) get removed as a casualty again?
For situation a, I’d be tempted to say that that if they survive the next game, they start the following game back at full strength (they’ve had time to recover from their injuries) otherwise it wouldn’t take too much to start depleting your crew quite quickly. So this begs another question, can you ‘bench’ the character for the next game and allow them to recover fully for the following or should they have to participate with the reduced starting health before fully regaining their health? Personally I prefer the former, but keen to hear others views. Or do they recover x health points per campaign turn (up to their maximum) provided they don’t get removed as a casualty in the meantime?
For situation b, I can see this being very much a cumulative effect, and if you get removed as a casualty two games on the trot, barring some Sven-esque dice rolls, that particular character is likely to be zombie fodder/on their way out…
Experience
In the Miles Behind Us (but not the map-based campaign) expansion, there were rules for gaining experience. Basically, at the end of every game, a character that was not removed as a casualty, received an Experience Bonus of 1 Red Die and had their points value increased by 3 pts. The die could then be allocated to any of the survivor’s melee, shoot or defence characteristics, or saved to spend on other improvements later on.
After calculating any experience increases, survivors can exchange any 2 red dice (from their characteristics or saved dice pool) for a single white die, or 2 whites for a single blue. The only caveat here is that not characteristic may have a total of more than three dice. In addition, you can exchange any three dice to upgrade a survivor’s nerve by one level or to learn a special rule of your choice.
I have to say, I quite like the idea of using the experience rules as it will allow you to develop your characters in your own particular manner and you’ll be able to see them grow as the campaign progresses. Along with the joy of seeing that character butchered by bad dice rolls and hordes of walkers…
Supplies
The map-based campaign rules give you 5 points for every space on the map that you control (excluding your home location), and 10 for Washington City spaces. You also get an additional 10 points if you won the last game and 5 if you drew. These points may be spent on new survivors, equipment cards etc etc. Any left over points are recorded and kept of the next campaign turn. All well and good. Previous rulesets also gave you 10 points for each supply counter you controlled when the game ended. Personally I quite like this as it provides a degree of motivation and bonus for chasing down those tokens. Supply tokens generally yield something useful such as bandages, ammo reloads, weapons etc. Although the campaign rules don’t mention it, what are people’s thoughts about characters/crews keeping the equipment found and adding it to their crew inventory for use in later games as well? If this was the case, we’d have to have a ‘mandated’ set of supply cards per game/location to ensure a sensible spread of equipment rather than suddenly finding and Matrix-esque style gun cache in the middle of a parking lot…
Within these sections, the rules also note that no matter how many points you have to spend, you may never have more than 12 survivors in your group – so choose wisely, and also go on to describe the ‘Under-Dog’ bonus (which I’ve mentioned before) but effectively seeks to even up where possible two opposing crews that have grown at different rates. Effectively for every full 15 pts difference between the 2 groups, the one with the lower value gain 1 red die which it puts into a pool for that game. These dice may be added to any attack or defence roll but no more than one underdog die may be used on a single roll. Dice not used by the end of the game are lost.
Solo Rounds?
Given comments about using scenarios during the campaign rather than just a straight out scavenge mission, what are people’s thoughts on playing a couple of solo missions during the campaign (potentially under the watchful eye/zombie control of another player)? From a narrative perspective, and certainly in the early campaign stages when your fledgling group is just getting to grips with the new post-apocalyptic world, you are more likely to just come up against zombies rather than other survivor groups. It may also help in getting any of the less experienced TWD players settled into the mechanics of the game before going up against more more regular players – that said though, both Sven and I regularly struggle to hit the broad side of Herschel’s barn with a banjo from more 6 ft away so it probably wouldn't be that much of an issue in that respect…
As always, thoughts and comments welcome…