I know I just made another thread, but rather than making one thread and asking a lot of questions, I decided to do multiple with a bit narrower field of inquiry.
Risk seems easy to accumulate and hard to get rid of, and what's more, a stronghold doesn't seem to keep out very many zombies. I'm wondering how that turns out in practical terms, though, before I start my first game.
The typical d6 rolls 3.5, so 2d6 normally ends up being about 7, etc. So, in the Tri-county scenario on the site, the starting stronghold has a rating of 16, so it takes an average of 5 risk to force an all-out Defense mission. That seems a bit low, given that leaving the stronghold generates one risk a person, so a group of 4 people, avoiding all contact with zombies, spending only one hour outside the stronghold scouting the nearby buildings will, on average, force an all-out defense. Am I doing that math correctly? I understand that your stronghold rating shows how many zombies your passive defenses can handle, but it seems weird that a police station can only handle 16 zombies before needing to do a desperate do-or-die stand that only heroes can deal with.
Linked in with that, can Risk accumulate through an All Out Defense mission? I'd want to say no, off the top of my head, since it seems that a horde of 100 zombies attacking my compound would make so much noise that if any other zombies were in the area they'd join in the fun, and me deciding to fire a handgun at the approaching wave of undead flesh probably couldn't be heard over the moans in any appreciable way. It also seems like it could death-spiral very quickly, where each all-out defense generating more zombies than the last, since you'd have to use more guns or 'loud' methods to deal with them, making more risk, making more zombies, making more all-out-defenses (as if you could deal with the first group without guns, you wouldn't make enough noise for a second wave to come in).
To continue, gaining risk in the field. You get 1 per daylight hour out and about, right? And 2 per night? And you get one risk for every Noise you make, so firing a handgun gives you 1 Risk. That means you're trading in a chance to kill a zombie now for an average of 3.5 later at your Stronghold. Barring avoiding instant death, why would a sane character EVER fire a gun without a silencer? If using a gun in a combat gave you 1 risk overall, or 1 risk per gun used, rather than 1 risk a shot, I could see them being useful... Does practical play prove differently than armchair observation? Or do gun-wielding characters carry around some constant Noise generating machine to make 1 constant noise to 'cover' the sound of their guns? It seems like a good strategy, but it seems weird that carrying around a boom-box or chainsaw just to make background noise generates LESS Risk than firing a gun twice.
Finding a stronghold in the field. It seems that 'hunkering down' for the night in a temporary stronghold is useless if you have any accumulation of risk at all. The demo, again, has an example where the heroes decide to get up on the roof of a building and wait out the night to return to the police station during the day. If they slept in the building, they'd have to make a trailing zombies roll, and since the best random building you can find seems to give you a stronghold rating of 6-ish, it seems like sleeping is a no-no. That being said, why do you have to make a trailing roll if you're sleeping for the night, but not if you're staying up through the night? If the heroes fell asleep on the rooftop that kept them safe from zombies all night (assuming they pulled an all-nighter), surely that wouldn't make the d6*risk zombies they attracted the attention of suddenly converge on them when staying up wouldn't, right? Theme-wise, and mechanically, what's the difference?
Be warned, I'm a bit sleepy so keep that in mind as you read this post. You have been warned!
I can say from experience that, on paper, Risk looks much worse than it actually is. When I first read the rule book I had the same concern as you do concerning your players getting boned by hordes of zombies after being outside for a few hours. The truth is that once your players find out that they can lower Risk by doing things like killing zombies with silenced weapons or non-mechanical melee weapons and finishing their encounters before another wave shows up they'll most likely stive to do so.
It's not that it only takes 16 zombies to breach your strongholds defenses in this case. Keep in mind that the zombies you attract aren't the only ones that were out there. There were likely quite a few stumbling around just outside your stronghold looking for a way in. The ones you've attracted may have just added enough weight and strength to what was already there for them to breach a window or break down a door.
Risk does not accumulate while you're in your stronghold so an all out defense mission does not accumulate risk. Do keep in mind that in some cases zombies will keep coming if the initial wave isn't defeated quickly enough and will overwhelm your stronghold.
In the case of finding a place to sleep for the night and not being overrun by zombies, it's really a case of reality trumps rules. If your players find a secure building with heavy metal doors and barred windows to stay in and choose to do so then they should be relatively safe. If they're foolish and just stay in some rundown building with rotting doors and broken windows then that's their problem. Granted, in the case of having a safe building and sleeping on the roof that doesn't mean that zombies wont crowd around the building. In one game my players dealt with this by having a RC car with a small radio duct taped to it and they lowered it to the ground with rope and lead the zombies away so they could climb off the building and get away.
It's really up to your players to be prepared and not do something overly foolish. You may want to tell them how certain game mechanics work before the game starts so they don't get blindsided and feel cheated.
The way I see having to make a trailing zombies roll if you sleep rather than keeping a watch, I see that as being similar to being awake and ready when an intruder enters your home and not being so awake and ready. It's not that the zombies didn't follow you to your temporary stronghold, it's that you're awake and able to avoid or "take care of" them.
This game is VERY much about how creative your players can be about how they survive. The rules are very good for handling what normally happens in very plain situations such as "I shoot the zombie with my pistol" or "I search the room for X item." The rules also give a really good guideline for handling out of the ordinary situations where the players get creative. You really want to be as open as possible to player creativity and not following the rules to the letter all the time. What it really comes down to is that if your players want to survive they have to break what I call the "static D&D mold" where they look at everything in very black and white terms.
I hope this helps.



My pleasure! I'm honestly just glad it came out readable, I was REALLY tired lol.



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