A Player Character in The Walking Dead Universe Roleplaying Game is first defined by an Archetype. This defines what the Player Character did prior to the apocalypse, as well as also the Player Character’s key Attribute and Skill, possible Talents to choose from, an Anchor, an Issue, and a Drive, plus starting Gear and relationship to other Player Characters. The Archetypes are Criminal, Doctor, Farmer, Homemaker, Kid, Law Enforcer, Nobody, Outcast, Politician, Preacher, Scientist, and Soldier. He has four Attributes—Strength, Agility, Wits and Empathy. These range in value between two and four, as do skills, but the key Attribute and key Skill can be five. Health Points represent a Player Character’s physical health and cannot be higher than three. A Player Character also has an Anchor, an Issue, and a Drive. An Anchor is another person—Player Character or NPC—that the Player Character cares about and who is used narratively to ‘Handle Your Fear’ and when attempting to relieve Stress. The Issue is a roleplaying hook, such as ‘You think you are better than them’ or ‘Unable to sit down and shut up’ that the Game Master can use to create interesting, typically challenging situations. Drive is what pushes a Player Character to grit his teeth and withstand the pain, like ‘You love your mother’ and ‘God put me here to save their souls’. Once a session, a Drive can be invoked to gain extra dice on a test. The Drive can also be lost, which triggers a ‘Breaking Point’ and if not regained or replaced, it can result in the Player Character being ‘Shattered’.
To create a character, a player selects an Archetype, distributes thirteen points between the four attributes, twelve between skills, and choses Issue, Drive, and Anchor.
Issue: Dogmatist
Mechanically, as with other Year Zero Engine roleplaying games, whenever a Player Character wants to undertake an action in The Walking Dead Universe Roleplaying Game, his player roles a number of Base Dice equal to the attribute plus skill plus any modifiers from gear, Talents, help, or the situation. If a single six, a Success, is rolled on the Base Dice, the Player Character succeeds, although extra Success will add bonus effects. However, if no Successes are rolled and the action is failed, or he wants to roll more Successes, the player has the choice to Push the roll. In which case, the Player Character suffers a point of Stress and gains a Stress Die. The player must also explain what the character is doing differently in order to Push the roll. For the pushed roll, the player will roll all of the Base Dice which did not roll success and the Stress Die. In fact, until the Player Character finds a way to reduce his Stress points, his player will continue to add Stress Dice equal to his character’s Stress Points on every roll. Only one pushed roll can be made per action, but the danger of having Stress Dice is if their results should be a one or ‘Walker’ symbol. It means two things. First, if the player has not yet pushed the roll, he cannot do so. Second, whether or not he has pushed the roll, it means that the Player Character has ‘Messed Up’. Typically, this means that he increased the numbers of Walkers nearby and attracted their attention, turning up the dial on the Threat Meter. In other situations, a ‘Messed Up’ might mean the Player Character has got lost, lost his footing, said the wrong thing in a tense standoff, and so on. Other sources of Stress include being short on food and water, getting shot at, seeing someone in the group get bitten by a Walker, killing someone in cold blood, and so on.
There are several means of getting rid of Stress. Primarily, these consist of a Player Character connecting and interacting with his Anchor, and at the end of the day, simply getting a good night’s sleep and plenty of rest. Whilst interacting with an Anchor can be during play, at the end of each session, a Player Character has to deal with the dreadful things that he has seen and done that session. This is done via the ‘Handle Your Fear’ mechanic and is triggered if the Player Character has suffered a Breaking Point like his Anchor being killed or disappearing, brutally killing or beating someone who is defenceless, is Broken by damage, suffers five Stress Points, and so on. At this point, the player rolls Base Dice equal to either his character’s Wits or Empathy, with a bonus for any Anchors who are still alive. This roll cannot be pushed, needs only one Success to succeed, but if failed, causes the Player Character to become Overwhelmed, meaning that he loses his Drive, becomes mentally Shattered, or his Issue is changed or added to.
Combat scales in The Walking Dead Universe Roleplaying Game depending upon who or what the Player Characters are facing. Duels are one-on-one attacks handled via opposed rolls, each combatant hoping to gain more Successes than the other. Brawls handle combat between multiple participants in which the Leadership skill can be used to hand out bonuses to allies in the fight. Combat is deadly though, a Player Character only possessing three points of Health and once they are lost, the Player Character is Broken, gains a point of Stress, and his player must roll on the Critical Injuries table. The lack of Health in comparison to other roleplaying games is compounded by the limited access to medical care. Make no mistake, The Walking Dead Universe Roleplaying Game is deadly.
A setting which is already deadly due to low health and lack of healing, is compounded by the presence of the Walkers. They are a constant, lurking presence in The Walking Dead Universe, in game terms that presence is typically written into a scenario at a particular location or encounter, as you would expect, but also brought into play randomly whenever a player rolls a ‘Walker’ symbol on a Stress Die. Narratively, this could be as simple as the Player Characters opening a door to discover a room full of Walkers or a Walker bursting out of a bush to attack the Player Characters. The presence of the Walkers is tracked by the Threat Meter, which ranges from zero and ‘You are in a cleared area and safe. For now.’ to six and ‘The dead are in your face, surrounding you.’ The Threat Level is raised by rolling a ‘Walker’ on a Stress Die, failing a skill roll to avoid Walkers, doing something in the game to attract their attention, and so on. Ideally, the Player Characters will sneak around them as they scavenge buildings and search locations, but of course, that is unlikely. At low levels on the Threat Meter, it is possible for the Player Characters to go quiet and wait it out until the Walkers have either wandered off or gone quiet themselves. At higher levels, the Player Characters will need to find a way to distract the Walkers and make them go elsewhere or fight them. Encounters with a few Walkers are possible and these can be engaged in ‘Single Walker Attacks’, but Walkers congregate and then they fight as Swarms. Fights against Swarms are group endeavours, the aim being to roll more Successes than a Swarm to first reduce its size and then escape it. If a Player Character or Player Characters lose against a Walker attack, there is a table of very nasty and brutal ‘Walker Attack’ effects which will have the players wincing when they hear the results. The rules cover sacrificing another, brawling amidst a Swarm, clearing out an area, and lastly, amputation, the latter the last desperate result to resolve after a Walker bite…
One of aspects of The Walking Dead Universe Roleplaying Game that it shares with many other Year Zero roleplaying games, and that is its community rules. In roleplaying games such as Mutant: Year Zero – Roleplaying at the End of Days and Vaesen – Nordic Horror Roleplaying, the Player Characters begin with a community that they can improve through play and so gain rewards and advantages that will benefit both the community and further play. In The Walking Dead Universe Roleplaying Game, the Player Characters have a Haven rather than a community. It is where as survivors, they can live protected from both Walkers and predatory humans, grow food, undertake projects to improve the facilities, and go out on supply and scavenging runs. A Haven is defined by its characteristics, its Capacity and Defence, and its Issues. The characteristics are its description, answers to questions such as “Where can you post lookouts?” or “What characteristics of the haven annoy you or make people irritated?”, whilst Capacity measures the maximum number of people who can live there and Defence its ability to withstand an attack—whether from Walkers or other humans. Within the Haven, both Player Characters and NPCs can pursue projects such as creating an apiary or setting up a simple alarm system, teach skills to NPCs, and build and repair gear. However, all Havens have at least one Issue that will cause problems for the inhabitants, such as “Something regularly draws walkers to this location” or “Rats everywhere”. Worse, some Issues will be secret and can only be discovered during play. Issues will drive some of the story and plot to any campaign of The Walking Dead Universe Roleplaying Game. How these play out will affect the Haven’s Capacity and Defence—for good or ill—and ultimately, whether both it and its inhabitants will fall.
The Walking Dead Universe Roleplaying Game offers two modes of play. One is Survival Mode, suitable for convention play or one-shots. The other is Campaign Mode, further divided into two sub-modes. In Free Play, the game is a played as a standard campaign, dealing with the survival of both the Player Characters and their Haven in the long term over a wide area. Season Mode is designed to emulate the television series more than Campaign Mode, structuring the campaign story around particular threats, locations, issues, and in particular Challenges, all of which will change from one Season to the next. Of course, the Player Characters will face Challenges in all three modes and there is advice for the Game Master on how to create and escalate them as needed. Similarly, there is good advice for the Game Master on running the game, creating factions, handling NPCs, scenes, and the horror at the heart of the game. This is all supported with numerous tables of content and possible encounter ideas, as well as two scenarios.
Both scenarios complete with pre-generated Player Characters, detailed descriptions of their set-ups, and good write-ups of the various NPCs and factions and they want. The Survival Mode scenario is ‘The Golden Ambulance’, which is set between Seasons Two and Three of The Walking Dead. The Player Characters go out in search of much-needed medicine and discover an abandoned ambulance which seems to contain some ready to scavenge medical supplies. Is it too good to be true? Add in the tensions between the pre-generated Player Characters and this is a tight, fraught affair. For the Campaign Mode, the ‘Atlanta Campaign Set-Up’ provides the Game Master with everything she needs for a campaign set after the events of The Walking Dead.
If there is one thing missing from The Walking Dead Universe Roleplaying Game, it is the stats and write-ups of the NPCs from the various television series. Some do appear in The Walking Dead Universe Roleplaying Starter Set, but anyone coming to this roleplaying game from the television expecting to see the heroes and villains from the series will be disappointed. That said, this is a roleplaying about The Walking Dead Universe, not any one television series and its cast. The setting content in the roleplaying game is also post Series Eleven after the protagonists of The Walking Dead have left the Atlanta area.
In addition, there are rules for Solo Play in which the player works to ingratiate himself in a Haven that he has recently arrived at. A Player Character for this is slightly more skilled than standard beginning Player Characters. The Player Character will also be accompanied a Companion NPC. The rules are very serviceable and even suggests that the player play himself as a Player Character, but given the brutality of the roleplaying game, the player had best get used to the idea that he might die in the process!
Ultimately, the issue with The Walking Dead Universe Roleplaying Game is its brutality and the grim nature of the world it depicts. By design, neither this brutality nor the grim nature are wholly externalised as you would expect in a survival horror roleplaying game. They occur within the Haven where the Player Characters have taken sanctuary as well as the outside world. Issues within the Haven—both personal and integral to the Haven—will instigate and drive conflict, not just between the Player Characters and NPCs, but also between Player Characters. This is even shown in the examples of play that run throughout the book, which from a reading standpoint, will make you hate the character of Hannah. In terms of play, it demands a maturity of player to handle that and the necessity of Safety Tools. The discussion of the latter and of the possibility, even likelihood, of Player Character versus Player Character conflict and Safety Tools could have been better handled.
Physically, The Walking Dead Universe Roleplaying Game is a superb looking book, although no photographs are used from The Walking Dead television series, so fans may be disappointed. That said, the artwork, done in the house style for Free League Publishing is very good and fits the world very well.
The Walking Dead Universe Roleplaying Game is a really tight, sparse design, feeling quite light in comparison to other core rulebooks and more so in comparison to core books for other licensed roleplaying games. That though, is really due to the lack of background or setting material, and the need for background or setting material. After all, this is a roleplaying game set in our world just a few months from now and it is both a genre and a setting that we are familiar with. Thus, the Game Master has everything that she needs to run a post apocalypse game, whether that is as a one-shot or campaign, or even a solo game. A gaming group had better be prepared though, for The Walking Dead Universe Roleplaying Game and the world it depicts is bleak, unforgiving, and brutal, forcing the players and their characters to make some very tough choices.
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