Shakespeare
22nd of January, 2010, 11:01
A general unknown to this site, I am nevertheless not a fresh-faced gamer. I've run games, and played in them, both upon table-top, and on other play-by-post sites; it was on one of these sites in particular that I ran my first Resident Evil game. Although it was short lived (due to unavoidable real life issues) the game was hailed as a success by the players within it, and I've been asked on more than one occasion to resurrect it. And so I am finally considering doing so.
Resident Evil: Part 2 is, in a way, a direct follow on from the game I originally hosted on www.roleplayinggames.net (http://www.roleplayinggames.net); whilst it will no doubt feature cameo appearances (or mention in passing) the protagonists from the first game, it'll follow the horrifying encounters of a new group of survivors. As is symbolic of the genre, characters will not be provided with bountiful amounts of ammunition and weaponry -- they will need to earn what they get, and use it sparingly to make it last. Teamwork will be key to survival; failure to look out for your companions will result in a gory death.
Whilst it sounds like a game primarily about combat, Resident Evil: Part 2, like it's predecessor, will actually focus more on character and group interaction than wave-after-wave of zombie warfare. That being said, the game is survival horror at its roots, and the appearance of zombies in large numbers is expected -- this is not a game for those who are not avid fans of the computer games, the novels, or the genre itself.
Unlike the first game, which was played using d20 Modern rules, this one would be played using the All Flesh Must Be Eaten (Revised) system, which is generally less fiddly for an online game (at least, that's my verdict). Players would have the choice of making a character with either the Survivor or Norm templates -- the former is, undoubtedly, more likely to survive, but for that exact reason the latter makes for a much more intense experience, as well as providing a more realistic approach to the game. The choice in this is left solely to the player in question.
With regards to Concepts: I would be willing to look over any character sheet; provided the character's statistics add up, and the concept fits with the genre and the group, there's no reason for me to disallow it. The core of the group will most likely be made up of individuals from common professions, however: don't expect an abundance of UBCS or STARS members. Realism, or whatever goes for realism in Resident Evil, will have to be simulated, and this is a good place to start.
The game is largely completed, though I'd need to modify it based upon player interest, chosen concepts, and other factors. This post is mainly a feeler, to garner potential support for it and see who might be interested.
Either way, game on.
Resident Evil: Part 2 is, in a way, a direct follow on from the game I originally hosted on www.roleplayinggames.net (http://www.roleplayinggames.net); whilst it will no doubt feature cameo appearances (or mention in passing) the protagonists from the first game, it'll follow the horrifying encounters of a new group of survivors. As is symbolic of the genre, characters will not be provided with bountiful amounts of ammunition and weaponry -- they will need to earn what they get, and use it sparingly to make it last. Teamwork will be key to survival; failure to look out for your companions will result in a gory death.
Whilst it sounds like a game primarily about combat, Resident Evil: Part 2, like it's predecessor, will actually focus more on character and group interaction than wave-after-wave of zombie warfare. That being said, the game is survival horror at its roots, and the appearance of zombies in large numbers is expected -- this is not a game for those who are not avid fans of the computer games, the novels, or the genre itself.
Unlike the first game, which was played using d20 Modern rules, this one would be played using the All Flesh Must Be Eaten (Revised) system, which is generally less fiddly for an online game (at least, that's my verdict). Players would have the choice of making a character with either the Survivor or Norm templates -- the former is, undoubtedly, more likely to survive, but for that exact reason the latter makes for a much more intense experience, as well as providing a more realistic approach to the game. The choice in this is left solely to the player in question.
With regards to Concepts: I would be willing to look over any character sheet; provided the character's statistics add up, and the concept fits with the genre and the group, there's no reason for me to disallow it. The core of the group will most likely be made up of individuals from common professions, however: don't expect an abundance of UBCS or STARS members. Realism, or whatever goes for realism in Resident Evil, will have to be simulated, and this is a good place to start.
The game is largely completed, though I'd need to modify it based upon player interest, chosen concepts, and other factors. This post is mainly a feeler, to garner potential support for it and see who might be interested.
Either way, game on.