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Survival games?

1399854345

Edited 1399854385
I'm curious if there are some simple 1d6 (not a requirement) based survival games (this is) or a more realistic game, hard to survive because if you wander to far from the group you can get ganged up thanks to monsters/zombies, and have to deal with food/water, and actual rest, and npc drama? Call of Cthulu?
From my experience, which is not much at all, Call of Cthulu is amazing for that. Make sure to get a strict GM and very little players and you'll face death pretty much regularly x)
1399868785

Edited 1399868809
It would be nice to get into a game that didn't have 27 players, or if I knew the language. XD
I ran a game like that for about 2 years till my group fell apart due to life. was a age of exploration setting with a fictional Europe allegory and a totally fantastical New world to be explored. They players were small military scouting unit. After about a year of once a week gaming i finally stopped giving them time off, because every time they were left to themselves for a day, they'd all almost die, like when the sailor character (the only one with swimming) push another off a dock as a prank. I guess they just expected that things were less dangerous when they were in their base, or in town, than on a mission.
What threats did they face OUTSIDE of the party? Lol.
The game Started from their first moment in port. I told them to list every piece of gear they had brought with them from the homeland. I had them all build characters that had journeyed to the new world alone and used most of their resources to get there so they'd be without much recourse once they landed. Then i ran them through their decisions and some minor encounters in the port city, and then inevitably because they hadn't thought finding work would be so hard, joined the military in exchange for the food and lodging. The only thing the military offers is a suicide squad type arrangement but they don'r realize it until they've signed up for it. I toss them in a barracks with an armed escort, and a bunch of recruits from the local prison. the first 4 weeks were the PCs just trying to figure out who to ally themselves with, survive attempts to steal what little gear they had, and brutal training exercises to pit the recruits against eachother. I ran it in a home-brew system based heavily off of the old chaosium runequest system where skills and stats increase through use. so the basic training was designed to introduce the PCs to the style of play and give the teh skills i knew they'd need to survive. i think it took somewhere from 4-7 sessions to get them to the point where they were ready and then i stranded them on an island to find food and shelter and survive from two separate other environmental hazards for one month. I actually made one player cry when a NPC died. probably my proudest moment as a GM.
B'ah you cruel man, how could you! Who died?
we actually only ever had one PC death, and that was... revenge for the player never showing up. I hate hand waving player absences in a survival game because in those kinds of things i expect players to take notes and remember stuff. if you skip a session how do i handle that. so i schedule sessions making sure everyone can make it and one player just kept assuring me he'd make it and then just not showing so eventually i let the other PCs determine what happened to him and death was the most logical outcome. he came back as an undead though, which he loved. Anyway this was long before he even joined the game. The PC who cried had formed this bond with an NPC. they had matching tattoos, battle cries. they really got along well, and i work really had on making the NPCs as real as possible. trusting the NPC (who i'll freely admit is on the PC's side) to know the true let alone tell it can be deadly in my games. so without getting into to much of a long winded explanation, the PCs were terrified of this NPC. they loved him but they had no idea how they would fight him. So, i of course, arranged it so they would have to fight him in real circumstances where it was likely one would die. and because the NPC was... well the personality he had, the PCs realized quickly it was kill or be killed. So i forced the player to kill his best friend, in a brutally long fight where the PC thought for certain that he was going to die the whole time. and when it turned out that he didn't die, instead he had killed his best friend. the player had to take a break for a while, which was fine because we had to deal with his massively infected wounds anyway. seriously, don't get stabbed by a pickaxe to teh gut. he was lucky he lived.