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Dirge for the Lost: A Story of the Dead
Dear Evelyn,
I never thought I’d say this, but I miss your constant nagging. You were always the one reminding us to ration our supplies, to check the perimeter, to keep our guard up. But now that you’re gone, it feels like we’ve lost our compass. I remember the time we argued about whether to let that family into our camp. You were adamant that they were trouble, but I insisted on giving them a chance. Turns out, you were right. They stole from us in the dead of night, leaving us more vulnerable than ever. I wish I had listened to you more often.
There’s an emptiness in the camp now that you’re not here to fill it with your fire-sharp tongue and sharper wit. We might have butted heads more times than I can count, but I respected you, Evelyn. You were the glue that held us together, even when we were falling apart. And now that you’re gone, I can’t help but feel lost.
I hope wherever you are, that you can find some quiet to finally read your stupid fucking cowboy romance books that you carried with you all the time. Now I'm carrying them because they remind me of you, I even read through a couple of them. I have no idea why you liked them so much, they're all crap - but I guess it was just something to help you turn your brain off and shut out the rest of the world...
Rest in peace, Evelyn. We’ll do our best to carry on without you, but it won’t be easy. You were the heart and soul of this group, and we’ll never forget you.
Dear Luke,
I’ll be honest – I’m not mourning your death. In fact, part of me is relieved that you’re finally out of the picture. You were nothing but a burden to the group, always complaining and never pulling your weight. We tolerated you because we had to, for little Amy's sake, not because we wanted to. You were a bully, plain and simple, beating on her and anyone else when you didn't get your way, and I’m glad I won’t have to deal with you anymore.
I remember the time we were low on food, and you insisted on eating more than your fair share by stealing from the communal food supply. You didn’t care that others were going hungry; all you cared about was satisfying your own selfish desires. Making sure that number one was taken care of. Well, guess what? Now you’re the hungry one. Hungry forever, because you're a walking, rotting corpse that's missing its lower jaw and left leg. I think death liberated you; allowing you to finally show the monster that you were on the inside all along.
You were a liability from the moment you joined our group, and I’m not sorry to see you go. You were a coward, Luke, and now you’re paying the price for your disgusting chicken-shit behaviour. I won’t shed a tear for you; you didn’t deserve my pity when you were alive, and you certainly don’t deserve it now that you’re a freak.
Don’t expect me to think back on you or miss you fondly – you’re not worth the effort. I hope you burn in hell.
Dear Simon,
I never told you this when you were alive, but I envied your optimism. No matter how bleak things got, you always found a reason to smile. It annoyed me at times, I won’t lie. There were moments when I wanted to shake some sense into you, to make you see the harsh reality we were living in. But now that you’re gone, I find myself missing that unyielding hope of yours.
Remember the day we stumbled upon that abandoned bookstore? You were like a kid in a candy store, browsing through the shelves as if each book held the key to our salvation. I scoffed at your enthusiasm, dismissing it as foolishness. But now, as I sit alone in the darkness, I wish I had shared in your excitement. Maybe then, I wouldn’t feel so empty.
Your laughter used to fill the silence, reminding us that there was still joy to be found in this desolate world. I took it for granted, assuming that you would always be there to lighten the mood. But now that you’re gone, the silence is deafening. And I don't know if I have the drive to continue on any further...
I... I think I may be seeing you soon Simon, sooner than everyone else thinks. They're stronger than I am, but you were the strongest of us all. If even this nightmare took you away from us, if even this fucking hellhole beat you down and snatched your life away, then how are we going to make it? Huh? How?!
I... I pray to God it's better in the next life, and that I can hear your laughter once again once... once I cross over.
The Walking Dead is a popular post-apocalyptic horror franchise created by writer Robert Kirkman and originated as a comic book series first published in 2003 by Image Comics, expanding into various forms of media throughout the years, including a highly successful television series, novels, video games, and merchandise. Free League Publishing, a renowned Swedish tabletop role-playing game publisher, developed "The Walking Dead Universe RPG" in collaboration with Skybound Entertainment, the company behind "The Walking Dead" franchise using a more abstract rendition of their Year Zero Engine. The game was designed by Nils Hintze (Tales From the Loop, Vaesen) and Joe Lefavi (ALIEN, Blade Runner) as producer and brand manager, along with Free League's co-founders Mattias Haake (Symbaroum) and Tomas Härenstam (ALIEN, Blade Runner) who serve as editors and project managers.
In "The Walking Dead Universe RPG", you'll be thrust into a grim and perilous world where survival is paramount, and every decision can mean life or death. You'll step into the shoes of a survivor struggling to stay alive amidst the chaos of a world overrun by reanimated corpses, referred to by many names but commonly known as "walkers" in the show. But this game isn't purely about surviving and isn't just about avoiding the undead; it's about navigating a complex web of interpersonal relationships, moral dilemmas, and the constant struggle for resources in a world teetering on the brink of collapse. This is a game about decisions, and what effects your decisions will have for everyone in your survivor's life - and your survivor themselves. The challenges you'll face are never trivial, and they can appear from just about anywhere - from the lack of essential supplies, internal conflicts within your group, an approaching herd of undead hungering for your flesh and blood, or another hostile group of survivors looking to take what's yours.
There are two (technically three with solo play) ways to play the game - campaign mode and survival mode. Survival mode scenarios act essentially as one-shot adventures that immediately thrust you into a rather acute problem with pre-determined situations and characters - putting you right into a dramatic and dangerous encounter that must be handled immediately. Campaign mode, however, works akin to a creative writing session where the story is not predetermined and the goals, choices, and consequences that your characters create and endure while struggling to survive create a storyline. There are two ways to run a campaign as outlined, free play and seasonal play. Free play means playing session after session until something happens that makes it evident that the story has come to an end; it's more freeform and loose, providing a lot of freedom for all involved in how they'd like to structure the game. Seasonal play is more structured and contained, with an overall plan for a beginning, middle, and end that incrementally escalates as time goes on, with multiple seasons occurring throughout the length of the campaign. Each new season brings the chance for a fresh start, as new players can come and go - while current / remaining players can decide to continue playing their survivors (if they live) or start fresh with new ones, with new issues and challenges for the group to face. For this game, we'll be playing in a seasonal campaign format, allowing for a sense of progression and structured development while also providing dynamic opportunities for new beginnings and fresh challenges that compound over each other as time goes on until the big finale of the season.
Mechanically, the game functions in a very similar manner to other Year Zero Engine games like ALIEN, Mutant: Year Zero, Blade Runner, Tales From the Loop, etc. As a core mechanic, you roll a number of six-sided dice decided by the value of your base attributes and your skill combined. The more competent you are, the more dice you get to roll. Any roll of 6 indicates a success, and multiple successes will trigger powerful bonus effects. Rolls can be pushes, i.e. re-rolled, at the risk of the situation deteriorating from risky and bad to worse and perilous. The system itself is fairly abstract and focused moreso on the narrative 'role-play' end of the spectrum compared to 'crunchier' Free League games such as Twilight: 2000, but it is certainly brutal and unforgiving - capturing the essence of an undead apocalypse well.
I'm looking for five to six players to star as the central characters in the first season of Dirge for the Lost, set amidst the backdrop of the Southern Rocky Mountain region roughly a month and a half after the collapse of society. I am also looking for a Co-GM to assist with the running of the game and having to take over regarding a planned absence on my part. Backup players or applicants not chosen can continue to play in a solo or semi-solo capacity upon request, which I would be happy to oblige! Players do not need any localized knowledge of the region or lore knowledge of The Walking Dead, although that is great if you do. Experience is not required, although some familiarity with the general Walking Dead Universe is preferred.I intend this game to aim for a literate roleplay experience, meaning that posts should consist roughly between 2 - 5 paragraphs in response which should be interspersed with interactions, conversations, and inner dialogue; at minimum however, it should be a semi-literate experience with at least one paragraph responses; a paragraph being at least three sentences and an interaction with the game world. Due to the type of experience that I'm looking for in posts, a posting rate won't necessarily be defined or enforced as we all have those moments in Play-by-Post where we're waiting for a response to another post from a certain player or awaiting for the GM to move the scene along. We're also all busy people, myself included, and simply enjoy games like this to have fun. Players should, however, be actively engaged in the setting and in the narrative in whatever way they can, and should want to be a part of this game.
This game is intended to fall within the realm of a 'soft-R' rating. While we may explore mature themes, any content of a severe adult or graphic nature will be handled with sensitivity. Scenes of this nature will either 'fade to black' or be alluded to in a manner that maintains the comfort and enjoyment of all players. As with other Free League games, and The Walking Dead especially, this game will be a mix of faster paced action interspersed with player-led RP scenes; a focus on roleplaying and immersed horror writing being favored more, as combat in this system can be incredibly brutal - with one dice roll determining the fate of your character either from a walker bite or a bullet to the brain. Players in this game need to maintain the understanding that your characters will more likely than not die, often in horrific ways as is often the case in The Walking Dead media. That being said, life is precious, and I prefer that characters are more than cardboard cutouts. I encourage each player to think about character ideas and options and be prepared for multiple characters, with some depth, over the course of the campaign seasons.
Posts for this game will be made and hosted on Myth-Weavers, with OOC communication and coordination on scenes or roleplaying segments being done both through Myth-Weavers and Discord. Please feel free to reach out if you have any questions and/or concerns, and I hope to see you in the game and making wonderful, terrifying stories together!
- Miscellaneous
- closes May 10
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Portal knockout.
You were going about your life, when suddenly a portal appeared. A hand stretched out of the portal and hit you with a club. Next thing you know, you're tied to the inside of a wagon with metal chains.
In this game, your characters will be expected to come from a variety of universes. Be they fictional, real life, or vague and ill-defined. This world has different laws of physics, and different laws of magic than most others, so a magic user or athlete from another dimension may have their skills reduced or increased, depending on the individual. Anything a character says about their home universe is automatically canon.
- Miscellaneous
- closes April 30
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- Miscellaneous
- closes July 1