Published on 2/02/2016 Written by 5 comments

Revisiting Star Wars, the Greatest RPG of All Time

It's been five years since I started writing for Rule of the Dice, and a lot has changed in my life since then. Having two kids is certainly the biggest event(s), and publishing my first novel was also cool. But of particular interest to this blog is how my outlook on and taste in role-playing games have changed. One of my first posts here was fawning over my favourite game of all time, the old D6 Star Wars RPG by West End Games. Recently I've started running a Star Wars campaign again for the first time in many years, thanks in part to the buzz and excitement provided by the first good Star Wars movie in many, many years. Yet playing this game again regularly for the first time since I was a kid has struck me with an odd thought:

I'm not sure if I still like it as much anymore.

In honour of my new game, the new movie and my five-year anniversary with Rule of the Dice, I thought I would revisit my previous argument and touch on the five reasons why I originally stated that Star Wars D6 was the greatest RPG of all time.

(To clarify, the numbered headlines are the arguments I made 5 years ago, but the explanations below them are my new thoughts on each point)

1. It's Star Wars
Lightsabers, droids, stormtroopers, it all checks out. Han's looking a lot older and grumpier, though.
He'll definitely shoot first if you don't get off his space-lawn.
Well, it's still Star Wars, and thanks to The Force Awakens, Star Wars is fun again. I've been on a huge Star Wars high for months, the biggest I've been on since playing the RPG and reading the Timothy Zahn novels as a teenager twenty years ago. I'll be honest: I got a little choked up watching the trailers for Episode VII when they first came out, and then again when I sat down in the theatre and the opening crawl started. I've been hit with a wave of nostalgia that I've not felt with any of the other cash grab reboots and sequels that have been coming out lately. Plus, I thought the new movie was actually pretty good - sure it had some faults, but over all I really enjoyed it and really look forward to the next one. The biggest sign that I enjoy something is that it makes me want to game it, and The Force Awakens did that for me in spades.

So yeah, the game definitely still has that going for it.

2. You can make a character in 90 seconds
Which is probably still longer than they spent developing
Captain Phasma, am I right?
This is still very much true. I have a couple of new players who have never played the game before (but also a couple of the guys I actually played with as a teenager) so it took a little longer at first, but character creation is still really easy and stream-lined. That being said, it also leaves very little room for customized flair or tweaking, which leaves the characters coming out very flat. Every character will inevitably get some combination of the skills blaster, dodge, starship piloting and starship gunnery. You also have to have at least one guy with starship repair, and another with con (bluff). These are the skills you need to survive, so everyone picks the same ones. It gets to the point where if someone picks first aid it seems like a novelty.

Worse, the game is very crunchy and combat heavy (more on that in a second). There is absolutely no room for characters to have dramatic or role-playing advantages, at least not in a rules sense. In recent years I've started to lean way more to games that encourage storytelling and leave more freedom for their characters to improvise and be creative, like FATE and Apocalypse World-based games (Side note, I played my first game of Dungeon World a few weeks ago and it was the most fun I've had with a game in YEARS). Of course, you can always put that into your game, and I'm encouraging my players to have fun with it (in our last session they spent half-an-hour discussing with cleaning droids what scent of air freshener to use on their ship), but in my opinion the rules don't really encourage that kind of creativity.

3. You don't learn skills or powers magically and spontaneously
Which, if you think about it, characters in Star Wars actually do ALL THE TIME.
This is still very true. I do like the way the skills grow organically, and you have to focus on training them individually and specifically instead of getting broad increases in a level-type system. Again though, it's very crunchy and detailed. It would work great in a video game, but it's not so much what I look for in an table-top RPG anymore. You have to spend your characters points, a few at a time, increasing your skills one "pip" at a time, laser-focusing on the skills you use most often... which means you're going to be putting most of your points into blaster, dodge, starship piloting and starship gunnery. I think I would prefer a system where your skills are broader and looser, like you can have a character that's good at piloting, and he can fly anything - starfighters, transports, airspeeders, whatever, and you don't need to quantify that his repulsorlift operation is 4D+2 and his space transports piloting is 5D+1. I think it would be good enough to know he's good at piloting, give him a flat bonus for all ships, and maybe an extra bonus on his preferred ship type or something.

4. You get to roll buckets of dice
Or use this, as the case may be.
This is not as much fun as I remember it being. Okay sure, in an epic encounter where you get to roll like 20D on one attack it's great, but when you have to roll several handfuls of dice on EVERY attack, it gets pretty tedious, pretty fast. An average attack action involves a character rolling 4-5 dice (and adding them up) to hit, the defender rolling 4-5 dice (and adding them up) to defend, the attacker rolling another 4-5 dice (and adding them up) for damage and then the defender rolling another 4-5 dice (and adding them up) to resist the damage. That's 16-20 dice and a lot of fucking math for EVERY ATTACK ACTION, and characters can sometimes take 2 or 3 attacks per turn. Multiply that by every player and enemy on the table, every round and well, no. Just no.

Just typing that exhausted me.

5. The fake ads in the book

While this is true, unfortunately we are not using the old book anymore. I still have my old book, but since we're playing online, I've been using the fan-created "REUP" version (it stands for "Revised, Expanded, UPdated). It compiles all the old West End Games material (along with a bunch of community-created content) into one massive tome that covers everything from Episodes 1-6. If you haven't seen this PDF file, do yourself a favour and check it out. It's a very detailed, high-quality labour of love by some very dedicated fans. Sure, it doesn't have the fake ads anymore, and the pictures on the character templates are ridiculous (they look like digital paintings over top of celebrity headshots), but it's still a really, really awesome book that is just as cool as my old hardback, just in a different way.
Hey look, Katniss/Jennifer Lawrence is in Star Wars, now.

And who made Seth Green a Jedi?
So there we go. I think I wrote my original post five years ago whilst wearing a pair of rosy nostalgia glasses (and trying to ape Cracked.com's crude dick-joke style of writing - seriously, it's embarrassing). Or maybe my tastes really have changed that much in the last half-decade. Either way, while I'm not so high on the game as I used to be, we're still having a ton of fun, and that can carry even the worst games a long way. People must play Palladium games for some reason, after all.

The most fun comes from the fact that it's a shared universe that we all understand, care about and enjoy. I think it's the only setting where I've ever experienced so much buy-in by every player. Except perhaps Battlestar Galactica. Or ROBOTECH. Huh. I guess I just really like licensed Sci-fi games.

Anyway, I think I might want to try Fantasy Flight Games' new Star Wars RPG. It certainly sounds like a lot of fun if the Campaign Podcast is any indication (by the way, check out the Campaign Podcast, it's awesome). Or maybe I should try to make an Apocalyse/Dungeon World hack for Star Wars.


I think I just thought of a new project for myself.

Has anyone else played Star Wars D6? What do you think of it? What about some of the other Star Wars games out there, like Wizards of the Coasts' D20 version, or the new Fantasy Flight Games series?
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Published on 1/12/2016 Written by 12 comments

My Biggest Issue With The Force Awakens is Not What You Think

Don't get me wrong, I quite enjoyed The Force Awakens. It was familiar and just felt like an updated version of something I loved as a kid, paying homage to it lovingly while adding enough new touches to open up a new world for future stories.

But therein lies the problem, at least from a gaming perspective.

A day or two after I saw the film, I sat down to stat out the characters and ships for use in a game.

(Everyone does this right? You see the world around you in terms of RPG statistics? For instance, I know my boss has a really high bureaucracy skill, but a middling command/charisma. My Hyundai Elantra has a pitiful maneuverability and movement score, but it has decent cargo capacity for a vehicle its size. My kids have amazing saving throws - all kids do, otherwise they would never survive all the dumb stuff they do.)

Anyway, I started statting out the material from the movie in a system I know (Star Wars D6), comparing it to existing material in the system as a baseline. The new movie had X-Wings - great, I'll just compare them to X-Wings in the old system. We also have TIE fighters. Okay, same deal. And Star Destroyers. And the Millennium Falcon.

Does the square satellite dish add or subtract from the Falcon's maneuver check?

I had to stop to think: Were there even any new ships? Kylo Ren's shuttle, I suppose, which is probably not that far from a Lambda-shuttle (the one the crew stole to sneak onto Endor). Some troop drop ships, which are non combative and don't really need stats. Han Solo had a new ship, but I don't remember if they even showed the outside of it onscreen or even gave it a name.

So what we're left with is just a bunch of new models of old spacecraft. Great, except what is the point of "updating" the numbers, besides creating a Pokemon-level of power creep? Sure, the new X-wing is faster, and probably has better weapons. But so too does the new TIE Fighter, right? So rather than "improve" the stats on both, why not just leave them both the same? Their comparative ratios should remain pretty consistent. Why completely redesign something that is essentially the same ship with a new coat of paint?

Same goes for the characters. What kind of new classes/templates could the players create? Jedi are still just as rare (if not moreso) than in the original trilogy, so they're out except as (maybe) poorly-trained apprentices. We still have the same pilots/smugglers/scoundrels/Resistance fighters. For enemies, we still have Stormtroopers and "Imperial" officers and pilots. The only new enemies are the Knights of Ren, which we know literally nothing about. Are they all even Dark Jedi? I would have to take major liberties if I wanted to use them in a game.

(I think we got one new droid. I guess I could stat out BB-8. His speed and maneuverability is hugely improved over R2, but he doesn't seem to have as many cool gadgets.)

The conclusion I came to is that I could just take the stats from everything whole-cloth from a Rebellion-era RPG (either D6, WotC's d20 version or Fantasy Flight's awesome Edge of the Empire) and just change a few names. Boom, now I have a Force Awakens game. I find this incredibly disappointing. Is it less work? Absolutely. But it's also no where near as fun.

Side note: As my wife so astutely pointed out, why didn't Finn ever say:
"Damn, I can shoot so much better without that stupid helmet!"

Say what you will about the prequels (no seriously, go ahead, they were terrible movies) but at least they gave us a plethora of crunchy, game-able material. Every Episode from 1-3 gave us hundreds of new ships, droids, characters, weapons and aliens. Sure, it was probably just to sell more toys, but it was a treasure-trove for gamers.

I have to reiterate: I enjoyed the movie, I just didn't see a lot of gamey-material in it. How about you? Did you go home and try to determine if the new X-wings have a movement rate of 9 or 10? Do the new TIE's have shields? Has the Falcon's weapons and armour been updated over the years to match the improved capabilities of the those ships? Or should we just scratch out "T-65" and replace it with "T-70" and replace "Rebellion" with "Resistance" and just go with it?
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Published on 9/29/2015 Written by 2 comments

The Lamest Magic Swords of All Time

Excalibur. Narsil. Stormbringer. Shieldbreaker. The Vorpal Sword. Lauralee. These are mighty swords of power and legend, of myth and song, blades that shall be remembered until the end of time.

The following blades, however, are probably best forgotten.

Not every sword can be an artifact of immense power. Not every sword is even a boring "long sword +1." And not every sword can be cursed. Some swords, despite their enchantment and pomp and circumstance, are merely, "meh."

These are those swords.

Sword of Itching

The grey, rough blade of this sword chips and splinters easily. A fine powder - like iron filings - flakes off it almost constantly. When it's first found in its scabbard, if it hasn't been used in awhile it's probably even covered with a layer of rust and corrosion.

This irritating, flaky oxidized iron powder is transferred to anyone wounded by the blade, and will remain in the victim's body if they survive being struck by the weapon. Any wound caused by this blade will always itch terribly, even after it is healed. Salves and ointments may provide temporary or partial relief, but can never completely remove the irritation. A remove curse spell only has a 50% of removing this effect, and if the spell fails no remove curse can ever be used against this itching again.

Sword of Temperance

This sword was created by a god who teaches his followers not to act in anger. Striking a foe aggressively or with the intention to injure is the greatest crime of this religion.

The Sword of Temperance is a beautifully-crafted, stark white blade with an ivory hilt carved in the shape of doves. The scabbard is decorated with runes and writings meaning "Peace" and "Serenity" in many languages.

If this sword is ever used against a living, intelligent or magically animated creature in anger or aggression or with any intent to cause injury, it heals hit points instead of inflicting damage. Unfortunately, it can't really be used primarily as a healing device because if it used against an ally peacefully with the intention to help him, it will inflict damage as a normal sword.

You may be able to hurt someone with it by accident under certain circumstances.

Fabulous Bastard Sword

This incredible hand-and-a-half sword is forged of the finest craftsmanship, with exquisite markings and bedecked with ridiculously expensive jewels. The scabbard alone costs a king's ransom (or at least the ransom of a lesser duke). It marks its wielder as a truly opulent warrior who cares not only about battlefield prowess but about style and the importance of impressing and dazzling one's foes.

When wielded in battle, the Fabulous Bastard Sword magically plays  stirring, epic music with a pulse-pounding beat. It sparkles like a disco ball and trails ribbons of glitter and pulsing prismatic rainbows when swung. When it collides with another blade, shield or armour, it sets off explosions of lightning and cannon-like thunder. It otherwise has no game effects.

Sword of Aphid Friendship

Known for the aesthetic as well as martial arts, the elves make fabulous and deadly swords that are coveted by warriors across the land. This is not one of them.

This short sword is well made and features classic elf motifs of curved lines and nature-and-vegetation designs, though its magical benefits are not immediately apparent.

The bearer of this weapon gains a +2 bonus to reaction rolls against aphids. Note that the blade does not confer the ability to speak to insects.

Thief of Manhood

This is a nasty-looking black blade, wickedly curved like a scimitar or khopesh. It is also barbed and serrated and looks like it could mess you up royally. It is generally shunned by most intelligent beings, and only the most depraved or vile monsters would consider wielding it.

On a critical hit against a foe with a natural male anatomy, roll d100 and consult the chart below:

01-49 - The victim loses his right testicle
50-98 - The victim loses his left testicle
99-00 - The victim loses both testicles

The wielder of the Thief of Manhood immediately grows extra testicles equal to the number removed from its victim.

My first book Ten Thousand Days actually features a sword or two (but more importantly a screwdriver) and is now available at Amazon and many other booksellers worldwide. I'm also in the middle of crowdfunding a new book at Inkshares.com. Head over there to check it out.
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Published on 8/18/2015 Written by 2 comments

The Swords of Splatter-Elf

Splatter Elf's back, man!

Well, as a literary genre, it's never gone anywhere and is actually alive and well in the a new series of stories by Philip T.D. Overby (they're available on Amazon!). But now, for the first time in quite a while, Splatter Elf the game makes a triumphant return.

The main character in Philip's stories is a half-elf mercenary obsessed with collecting swords, so I decided to stat out a few of her favourite weapons for use in Splatter Elf: The RPG. Now, these weapons are specifically designed for the SE version 0.3 rules, which have not been widely shared, but you get the idea.

Also of note, these are completely unofficial versions of the weapons and how I envisioned them to be used in the game. Philip would have his own take on them, which obviously supersedes anything I say here.

Hey Phil, does this mean you've now generated your first fan fiction?


"The warped, cracked blade looked like hammered shit, but it hit hard and couldn't be broken."
- from The Unicorn Eater

Named after the Starseer Bathbrady's wife, Lauralee is made of Garlaxian bone, one of the hardest materials in existence and cannot be broken. Some believe Garlaxians are aliens from outer space, powerful beings that could break swords and men with their bare hands. It is immune to acids that destroyed other magic swords.

When grasped, the wielder feels alternating attacks of chills and warmth, and will be psychically assaulted by visions of otherworldly skeletal beasts, their wails terrifying and disorienting. Someone wielding Lauralee for the first time will find it difficult to endure such cacophony, but over time they get used to it, though it always rises in intensity when in the presence of monstrous threats.

Lauralee grants its wielder a +3 bonus to hit, and inflicts 2 extra wounds on a successful attack. It may be wielded single handed (3 wounds total) or with both hands (4 wounds). It is virtually indestructible, and gains a +12 bonus to any roll to resist any damage or attempts to break the weapon.

It also grants the wielder the Weapon Breaker blood power. On a successful hit, the wielder may spend 1 blood point to forgo the 2 extra wound levels of damage and instead destroy the target's armour, weapon or shield. Non-magical equipment is destroyed automatically; magical gear gets a defense roll (you may add the equipment's "+" bonus to the roll). If the defense roll beats the attacker's roll, the item is not destroyed. The victim still takes the base damage.

The first time the wielder picks up Lauralee, they suffer a +3 attack versus their Aegis defense. If they fail, they are temporarily driven insane for 1-12 rounds as they try to deal with the screaming skeleton monsters trying to get into their brain. The wielder suffers this same attack the first time they meet a dangerous enemy while holding this blade, and again the first time they suffer a mortal wound. After that, as long as the blade remains in their possession, they become immune to these attacks. If the the wielder loses the blade for two weeks or more, they will be subject to these checks again when they recover it.

Serpent's Kiss

"Serpent's Kiss had been on her father's list for years, always slipping through his filthy fingers. He told her, 'Chasing invisible swords is the same as loving someone that you know is going to die one day.'"
- from River of Blades

Once carried by a bandit lord across Groteskia as he poisoned merchants and attacked wayward travelers, Serpent's Kiss is a short, slightly curved blade with a worn leather hilt. Rather unremarkable, but with a glint of green upon its edge.

A relatively minor sword, Serpent's Kiss provides a +1 bonus to attack rolls and grants the wielder the Slow Poison of Excruciating Demise blood power: On a successful attack, the wielder may spend 1 blood point to poison the defender. Roll 1d6 - the victim loses 1 health level each turn for that number of turns.

The venom of Serpent's Kiss is so virulent that it is even dangerous to its wielder. Any time the wielder does something stupid while holding the blade (missing an attack while attempting a risky maneuver, performing some feat of dexterity - like jumping or climbing - while the blade is drawn, trying to wrestle it from another character, etc) the  player must make an attack roll against himself. If successful, the character is poisoned for 1d6 turns.

C.D. Gallant-King wrote a book. It actually does have a sword in it, though one that is not as cool or well-named as Lauralee. It's available now from Amazon.com. You can also catch him on his other blog, Stories I Found in the Closet, on Facebook and on Twitter.
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Published on 8/04/2015 Written by 2 comments

10 More Zombie Survival Intro Scenarios

Last year I shared a list of 10 Random Zombie Survival Intro Scenarios based on my ad-hoc zombie survival/horror game (which is kinda like a DCC Funnel but set in the modern world, and with zombies). It was actually one of the most popular posts I ever wrote on this site (people still really seem to like zombies, go figure) so I thought it was time for a sequel.

Last time the set-ups were pretty standard fare. Scenarios you've seen in many zombie movies, games and books. A rag-tag bunch of strangers, thrown together in an every day situation (a crashed bus, locked in a mall, hiding in a cabin in the woods) and they must survive the overwhelming onslaught of the undead. Death is rampant and expected (each player begins with four 0-level characters), and only the best (or more likely luckiest) will survive.

This time a few of the scenarios are quite a bit weirder and may take some more prep work. If you don't want them, don't pick them, or if you roll them randomly, then just roll again. The idea of this is to give you a quick, easy and fun jump start-start into a zombie survival game. If it's not fun, don't do it.

10 More Random Zombie Survival Intro Scenarios
Once again, feel free to steal these for other games/purposes. I probably just stole them from someone else anyway.

11. Comic Con... of Death!
Ever want to shoot Sailor Moon in the face? What happens when you're trapped in a Game of Thrones panel in Hall H when the zompocalypse strikes? This works for any large convention such as San Diego, New York or Wizard World Chicago. This one's not about long term planning but just surviving the immediate danger of getting out of the hotel or convention centre when 100,000+ plus nerds start trying to eat each other's flesh. Also, it provides the added opportunity of fighting all your favourite pop culture characters in the form of zombie cosplayers.

12. Asylum of the Damned
I'm talking a creepy, old-fashioned asylum for the criminally insane like Shutter Island or Arkham. When a supposedly "insane" new patient starts biting and infecting everyone else, the staff flee, leaving the characters (who may be staff, visitors or inmates themselves) to deal with an ever-expanding zombie horde as well as wandering lunatics and pyschopaths. For bonus horror points, set the facility on an island, and the cowardly doctors took the only boat.

13. Spring Break... of Death!Many countries around the world have a history of debauched partying for young people on their break from studying. Thousands of people, descending on beaches or nightclubs, pressed shoulder to shoulder with no room to breathe, booze flowing like water and music pounding in your ears. Now imagine that the zombie apocalypse breaks out in the middle of that scene and you have to fight your way out to survive.

For extra fun, set it during the early 80s in Fort Lauderdale before Floria raised the minimum drinking age to 21, when 250,000 to 350,000 thousand kids would descend upon the city each year.

14. Stupid Long Bridge... of Death!
There are some insanely long bridges in the world. In the United States you have stuff like the Chesapeake Bay Bridge (24km) in Maryland, the Seven Mile Bridge in Florida or the 38-kilometer long Lake Pontchartrain Causeway in Louisiana. The party starts stuck in the middle of one of these bridges with traffic blocked on all sides. The only way out is to get out of their vehicle(s) and hoof it on foot (or jump in the water and risk swimming miles to land). Supplies would be plentiful if anyone wanted to risk going into zombie-infested cars to get them.

15. You Are the Bad Guys
Contrary to pretty much every other option, in this scenario the players start off well-stocked and equipped. It is several weeks into the outbreak and the players are members of a small community with lots of weapons, food, and a defensible location. They've built fences and barricades around a small collection of houses (and probably a field for growing food) and while zombies are a regular threat, they are usually easy to deal with.

The bigger problem arises when word gets out to other survivors of the players' hideout and suddenly desperate people are pounding on the gates asking for help. At first it's just a few, but the groups get larger until literal busloads start showing up at the door. The players don't have enough food and supplies for everyone, but who do they help and who do they turn away? Not to mention the larger groups will attract more zombies, and the more people involved the more likely something will go wrong (infected gets in the walls, someone leaves a gate open, etc). Do they players try to find a bigger, better location for everyone? Do they pick and choose who to save (and deal with the consequences)? Do they abandon the rest and try to make it on their own?

16. Zoo... of Death!
What if the zombie infection doesn't just affect humans? What if animals can catch it, too? More importantly, what happens when you're trapped in a zoo with zombie lions, tigers and meerkats? Zombie humans are optional, but I would imagine they're around. We're not letting you get out that easy.

17. Das Zombie Boot
During the height of the outbreak, a small number of naval sailors abandon their post and escape to sea on a submarine. They take a number of civilians, perhaps their family, perhaps as hostages, perhaps just random people they tried to help escape. Either way, the players are among the group when it's discovered - too late - that infected individuals are among the survivors. The zombies spread quickly in the enclosed space, and the submarine's pilots are among the first causulaties. Firearms are probably plentiful but incredibly dangerous to use in the enclosed sub. The players must somehow deal with the zombies and figure out how to get back to the surface, where even more danger potentially awaits...

18. Death Mountain
Once a challenging, nearly impossible feat of human endurance, Mount Everest is now summited by hundreds of people a year. Thousands flock to the famous mountain every season both to scale it and to provide support and services for those attempting the climb. Despite being big business, the ascent is still very dangerous... made even more dangerous by a zombie outbreak among the climbers. Perhaps the players are fleeing from the infestation in lower lands, or perhaps the apocalypse starts right on their very slopes - either way, the only thing that matters is surviving one of the most inhospitable environments on earth and getting back down the mountain while simultanously battling the shambling monsters coming up at them.

(Do zombies have the coordination to keep climbing up the mountain? You may have to take some liberties on this one)

Art by BorjaPindado
19. Slaughterhouse-Five / Zombie Nazis!
Dresden Germany, February 1945
One of the last major Nazi strongholds is infected with a zombie outbreak. The city is overrun, and though the military presence is strong they don't know how to deal with the crisis and they have no back-up from outside. The players could be civilians, soldiers or Allied spies/POW's (though let's be honest, the true allure of this setup is the opportunity to kill Nazi zombies).

The kicker in this scenario of course, is that one or two days into the outbreak, Britain and the US will launch the most devastating bombing assault in history (outside of the atomic bombs in Japan) on the city. Over a three day period (Feb 13-15) Allied bombers will drop thousands of tons of high-explosives on the city, killing tens of thousands of people. Can the players survive a zombie horde as well as the bombs?

(If you don't like the WWII setting you can use this same scenario in a modern city where the military bombs the place to try and clear out the outbreak, but then you don't get the Nazi zombies.)

20. Castle of the Dead
This one's a bit different, and may not be everyone's cup of tea. But if you REALLY want a random intro scenario, surprise your players by starting them in a medieval European village during the dark ages. Sure, you'll need to tweak the characters a little (but since the rules I use are based on D&D/DCC, it's really not much of a stretch) but it will certainly put the players in a precarious situation.

People in the middle ages are used to plagues, but what happens when those who die start coming back to life? How does anyone survive against the zombie hordes in a world without magic or modern weapons? Surely they will try to flee to the local castle, but inevitably an infected person is going to get in, and now they're trapped INSIDE with the zombies. Either way, it will be a change of pace if you've played a few of the other scenarios on this list.

* * *

So whaddya think? Did I miss any big ones? Remember, Scenarios 1-10 are here.

C.D. Gallant-King wrote a book. It doesn't have zombies in it, but it does have flesh-eating Time monsters. It's available now from Amazon.com. You can also catch him on his other blog, Stories I Found in the Closet, on Facebook and on Twitter.
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