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A jam submission

UndeadDRAKEView project page

Will you survive or fall to the Cervus Virus?
Submitted by DRAKETTRPG — 8 hours, 4 minutes before the deadline
Rated by 3 people so far
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Which Theme did you choose?

Road Trip

How did you implement your chosen Theme in your game?
GMs or players can choose to use a 1d8 table for locations visited along the way, with 1d6 outcomes at each location.

Did you implement any of your Theme's Bonus Challenges, and if so, which ones?
No

Does your game contain AI-generated assets?

No

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Comments

Submitted (1 edit)


I appreciate that you put advice for the GMs in the natural path of how someone would read this. It means that 'good practice' is in the open and becomes responsibility of the players too. It also makes learning to GM this system feel natural and not distinct from learning to play it. This is really good to see.

The character sheet design is simple and easy to navigate. It has thematically related touches (skulls to measure infection, blood splatters) and this is neat. But most importantly, it's very easy to use. This is a great thing.

Barricade rules seem pretty simple. I think the focus on strategy detracts slightly from the horror but I'm not very familiar with the zombie horror genre, and I trust that you know what's up.

While I review this, much of the hexcrawl location section is a WIP - but the parts that are done are pretty helpful for the GM deciding locations, and  do a good job at easing their load. I sincerely look forward to seeing the finished work.
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I think the first thing I contended with here is attributes as 'natural aptitude' whereas skills are trained. The line feels arbitrary in a way that's hard to wrap my head around; I think this is especially because the skills obviously are derived from the attributes (and colour-coded to signify such). This doesn't incite any instant mechanical problems, but it does provide a minor 'paper-cut' in seeing how your character sheet translates to your character. Rephrasing it as a more vague 'fundamentals' might reduce friction, as a light suggestion.


Another concern is that you specify these should feel like 'real people' not action heroes. This feels dissonant with the use of exploding dice for damage & the large range of skills, some of which feels Very Much like they're trying to recreate cool action moments (e.g. improvised explosive). This problem is not fundamental, I think it just means that you should think more about how you expect player characters to be (generally), and how the mechanics push them to act in that way.

You've renamed advantage & disadvantage to edge & burden (presumably for thematic reasons). This is not a problem by itself, but I'd encourage you to do a check over to references to advantage & disadvantage (mechanics-wise) so as to reduce potential confusion.

I'd also be wary of giving the Undead an order of actions which are 'programmed in'. If they always grapple first, and they only bite a grappled target, it becomes very easy for players to develop ways of getting around this.



 


Submitted

This was so cool!! I really appreciate that you made it able to be played solo also. Cant wait to see the locations and what you can do in there all the options for the grocery store were really engaging. 

Submitted

Where I'm standing: As someone who designs narrative systems and writes interactive fiction, I look closely at how jam entries leverage limited scopes to build an immersive emotional state. Because this submission is a tabletop roleplaying game requiring a physical group at the table, evaluating it without a live playthrough means looking purely at the structural design, framework, and conceptual architecture on the page. That tabletop lens shapes my entire reading of the project.

Theme — 2.0 / 5.0

The game uses its framework and conceptual premise to fit the constraints of the jam. The system design promises to functionsl as both a thematic container and a platform for collaborative tension, making the tabletop mechanics an active participant in the psychological tone.

Creativity — 1.5 / 5.0

Taking traditional tabletop horror tropes it builds on established TTRPG traditions, the execution leans into distinct mechanics and atmospheric framing that doesn't keep it from feeling entirely routine.

Presentation — 3.0 / 5.0

Visually and textually unified. The layout and formatting fit the atmospheric horror mandate, keeping visual clutter low while preserving a moody grit. 

Gameplay — 3.0 / 5.0

Mechanically direct and functional on paper. The system architecture is straightforward; the mechanical loop remains fairly concise and dependent on table execution.

Story — 2.0 / 5.0

It relies heavily on implication, player agency, and psychological unease at a real life roleplaying table to leave a distinct impression.

Horror — 1.0 / 5.0

The concept excels most in its potential mood. 

Overall — 2.0 / 5.0

A tightly scoped tabletop horror entry. While evaluating it theoretically without a live group limits full verification of its mechanical loop, its commitment to a singular, dark narrative identity is perceivable.