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Collins builds the world of the walking dead

Collins builds the world of the walking dead

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Keeping play-ability up by adding doors

Tutoring 2
Skill 2
Idea 3
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Now TWD:AOW is a game that encourages you to interact with the scenery. If you need to go somewhere, do something, climb on something, open something or even settle a cool idea of ‘what if’ you simply roll the black ‘badge dice’. On it there are 6 faces, 3 have Rick’s police badge (shield) and 3 are blank. This makes it the most boring die in the game with a 50:50 chance of either result. a sweet ass coin would be more fun.

However, that this means is that when you come up to a door, you have a 50% chance of it being locked or otherwise inconveniently stuck shut (or even open!). The rules for walkers mean they have to stop at doors and then in the next turn try to get through them which tends to mean running through doors and shutting them can be really good getaway technique from the shambling hoards… just don’t get yourself stuck in a room with no exit.

You can of course simply designate all doors as passible for humans, 50% blockers for walkers, line of sight blocking for shooting. which does correlate to the real world, after all, not many people have locks on their living room door.

The ‘Garage House’ has (stick with me here)… a garage. Given how ive chopped up the buildings I need to find a way to make them as playable as possible. ‘Big House’ has corridors and doors already as it was clearly a more expensive kit originally. ‘Garage House’ was a simple set dressing shell, not intended for internal play, as such, it needs upgrading.

Cue cardboard cutting montage (with music)

I made two doors by cutting out very basic shapes. I made them opposite however because they will be the same doorI made two doors by cutting out very basic shapes. I made them opposite however because they will be the same door
Now the garage can be a large corridor areaNow the garage can be a large corridor area
that leads into the open plan kitchen living room. very modern.that leads into the open plan kitchen living room. very modern.

Now, when someone starts their game (or enters play if you’re a walker!) in the house they have two routes to get out, one from the front door going right, one into the garage going out left (obviously stopping off to pick up an M4 carbine as you go).

It could make a good objective room, the gun safe and the stacked up food shelves lend themselves to that quite well. there is also enough room in there still to have a swarm of walkers bite your face off.

Carol gets swarmed trying to get a gunCarol gets swarmed trying to get a gun

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