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Author Topic: Plotline Directory  (Read 23543 times)
Mzzkc
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« Reply #15 on: July 24, 2011, 10:27:27 AM »

I recently finished writing up our third game of the first semester, and it's a doozy.

It's Saw inspired, which means one messed up dude is behind everything going on, leaving thoughtful messages for the survivors, and forcing them to play sadistic, life and death games so they can have a deeper appreciation for their current existence.

Each mission has a really cool mechanic or decision that the players must make. What's more, all of these decisions can potentially determine the course the game takes and some will directly impact the difficulty of subsequent missions. As the missions progress, it becomes clear that the "games" are serving as a way to research and experiment with the virus. It all culminates in a seemingly hopeless race against the clock to stop something awful from happening.

Vague, I know, but I don't want any of our players reading this and getting more than that from it. XP
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DartDeath


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« Reply #16 on: August 03, 2011, 11:11:08 AM »


Falling Skys plotline-
Duh.
Only differences are that everyone has to have the armband tagged, not them, and that you have repawn points wearing skitter helmets. Lots of potential, and you can integrate it into there plotline, also offering "civvy" and military classes.
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Nom.
Also, Im not a zombie, administrator, please modify.
Rule number one of combat- Dont rush to fight an enemy you cant beat.
GH0STP00


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« Reply #17 on: August 25, 2011, 01:38:47 PM »

Alright we're about to start planning for our assassins game here at OSU, (im not on the mod crew for HvZ, they already have their story ready. Im with the assassins portion of our UGC.) and I had the idea of having the assassins game take place in the same timeline as the HvZ games. The last 3 games at OSU all were direct continuations from each other, and the final game ended with the virus getting exposed to the rest of the world. As such, I felt like our assassins game could take some advantage of this, and base our story line of some of the details of the HvZ games.

But then, the better idea came to me. It would be a ton of work, but literally create a total alternate universe/future world scenario that all future HvZ/assassins/anything could be played in. Games could then cross reference each other (for veteran lols) and each game would loosely affect the world as a whole (so total zombie victory could mean a city/country falls to the ever encroching zombie horde, whereas humans sending out a cure before being decimated could save other countries, etc.) I just think this could be awesome becuase sometimes people complain how games lack an overall purpose, and this could definatly give one.

Anyways has anyone set up or even thought of anything on this scale before? Honestly it would be a ton of work but the result could be absolutly epic.
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Ohio State HvZ
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Markus

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« Reply #18 on: August 25, 2011, 04:00:13 PM »

This ins't exactly a plotline, but one mission we did in a FHS HvZ game was called 'World Tournament of Zombie Poker.' The way it worked was there were several decks of cards scattered throughout the play area, every human was trying to get the best hand they could and they were only allowed to hold 5 cards at once. There was also anarchy, so Humans could temporarily stun one another and while a Human was stunned they couldn't move and their darts, blasters and cards could be taken from them. This could totally be awesome to integrate into missions, with NPC's giving out high value cards for mission objectives and such.
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GH0STP00


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« Reply #19 on: August 25, 2011, 04:08:05 PM »

words about poker

oooo i really like that i may steal that for a mini game!
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Ohio State HvZ
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Katyusha


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« Reply #20 on: August 25, 2011, 05:52:17 PM »

I really don't like the idea of being able to take people's blasters and ammo.  Taking the cards is fine, but if somebody tried to take any of my blasters, I'd probably do something bannable to them.
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"Sir, how many darts does this blaster fire per second?"

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torukmakto4

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« Reply #21 on: August 25, 2011, 07:52:39 PM »

Zombie poker? Cool... as are stunnable humans and armed card robberies. However, personal equipment is personal, and while it's more realistic that you could get your weapons boosted by an assailant after getting shot, I don't think it has a place in HVZ. You don't mess with my guns, and if someone random were to come back with one damaged, hell would be raised.
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CT-2406
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Markus

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« Reply #22 on: August 25, 2011, 08:29:52 PM »

I really don't like the idea of being able to take people's blasters and ammo.  Taking the cards is fine, but if somebody tried to take any of my blasters, I'd probably do something bannable to them.

We do a check in and check out at the beginning and end of our games, so we've let to have a player lose their blaster.
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I can't wait to give more of my money to Justin Timberlake.

OH DEAR GOD MY LOINS!
Mrelegos

This is our line, no further. We hold the line.

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« Reply #23 on: August 26, 2011, 04:30:27 AM »

I'll be honest, if someone tried to take my blasters...well, they'd probably get pistol whipped with my maverick. No-one touches my blasters without my say so.
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Markus

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« Reply #24 on: August 26, 2011, 02:55:11 PM »

I'll be honest, if someone tried to take my blasters...well, they'd probably get pistol whipped with my maverick. No-one touches my blasters without my say so.

That's part of the reason why we have a stock of blasters that's just communal to our HvZ group. It allows everyone to have decent blasters, and keeps possessiveness to a minimum.

One thing that I do a lot with my blaster is set it up as 'inheritance' for one player or another, so when I kick the bucket I hand it off to my buddy and they get a much better weapon and some spare clips and I have less cleanup time before nomming some brains.
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I can't wait to give more of my money to Justin Timberlake.

OH DEAR GOD MY LOINS!
Norm


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« Reply #25 on: August 30, 2011, 09:25:15 PM »

Here at Bowling Green a while back, we had a series of games with a common plot. The Youtube Channel is below.
http://www.youtube.com/user/bgundead?blend=8&ob=5
This has the plot we used for three games, as well as the mission statistics. The first game was a human victory, the remaining two were zombie victories. Also, at our last game, we had a really awesome plot, which I think might have occured after the events of the trilogy on Youtube. The Officers released a journal entry every week in the semester leading up to the game giving us background. Basically, it takes place in a dystopian future (the kind with an evil government). The protagonist is in a political prison in Bowling Green, Ohio. A submarine washes ashore with Russian letters, although the Russians later say it belonged to a private company (a reference to the Youtube trilogy?). The "people" inside turn out to be infected, and the infection spreads along the coast. The protagonist manages to escape from the prison, and goes home only to find the infection has reached there. There's a long story of survival before he is recaptured and sent back to the prison, just in time for the game. He can hear gunshots as the Infected batter at the walls, with one getting inside, when the cell doors open mysteriously, and the prisoners overpower the guards. Working with a team of scientists who arrived recently, the prisoners must create temporary antidotes, reactivate old generators, battle Delta Squad mercenaries sent to kill everybody by the government, collect fuel, blow up evolution chambers, and ultimately escape, all while surviving the undead hordes.
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The elusive shadow darts between corridors in the dead silence.
Spaztikko
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« Reply #26 on: December 09, 2011, 10:00:20 PM »

infinite rage^
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Nodnodnodnodnodnodnodnodnodnod......
The_Mysterious_Mustache


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« Reply #27 on: January 13, 2012, 09:50:58 PM »

One plotline that we used for an HvZ One Day game at Binghamton University was shooting a zombie movie.

Each mission was essentially run by a director, a "camera man" and/or a star actor (both played by mods) who would describe a scene. The scenario would require the humans to accomplish some sort of task, such as build a bridge, protect this building, find this zombie and kill him etc.

So normal HvZ rules applied, if you were tagged you were no longer a human actor, you were a zombie actor.

However since this was a movie, we had the power to do some pretty funny things.

For example, after the humans were finished with the bridge. The director could say "CUT! OKAY! TAKE TWO!" and the humans would have to redo the scene.

In one notorious example, the over zealous actor, after hearing there was a second take, screamed, "I DON'T DO SECOND TAKES. I ONLY DO THEM DIFFERENTLY!"

In response, the director ordered all the humans to redo the scene as singing giraffes. You imagine how well that could have gone for the human mortality rate.

At the end, the humans failed the last scene, so to end the movie on the budget, the last two surviving humans were encroached by a slow moving horde of zombies.

The movie ended up being a mish mash of survival-horror, comedy, action-adventure, romance, and musicals.

Go figure.
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Sixth Kira

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« Reply #28 on: February 09, 2012, 07:34:57 AM »

Here's the plot I'm working with. It's inspired by Hellsing, which is among the most awesome animes I've seen lately.

The players are, for the most part, mercenaries that have been hired by Umbra Catervae (a mysterious corporation/government group [I plan on leaving that up to the players' imaginations]; their name literally translates to 'Shadow Company') to eliminate a vampire infestation in the school. As they explore and complete objectives set by their commander, they face hordes of zombies, intelligent and powerful vampires, overzealous Internal Affairs squads, and even their own allies - Umbra Catervae's elite squad of extremely distrustful vampires.

The NPCs are:

Zero: The head mod, and the guy who organises the game, a.k.a. yours truly. He gives orders to the vampires via radios, which are then transmitted to the players, and he seems to have his own agenda in this all. Has a thirty-second respawn timer if tagged, and wields a Recon in pistol form, although during his few appearances in person, he is almost always out of danger.

Fallen: A mysterious vampire of immense power. Only has a fifteen-second stun timer when tagged by a zombie, wears a black SS-issue greatcoat and dual-wields heavily cut-down Stampedes like handguns. To balance his immense power, he only shows up to some missions, and he will sometimes abandon the humans in the middle of combat. Based off Alucard from Hellsing. Unlocked from the beginning. If engaged in conversation, he will reveal that he formerly worked as Hitler's personal assassin.

Raven: Another vampire working with Umbra Catervae, Raven acts as Zero's personal enforcer. Dual-wields N-Force swords, has a thirty-second stun timer if tagged, and is extremely fast (I've already got someone worked out for this role). Unlocked after the completion of the second mission.

Angel: The third vampire working with Umbra Catervae, Angel is also the most skilled at range. Wielding a heavily modded Longshot and with a thirty-second stun timer, she is a force to be reckoned with under any circumstances. Unlocked after the third mission.

Sigma Squad: An elite Internal Affairs unit operating with Umbra Catervae Headquarters. Their identity is not known until late in the game, when it's revealed that Zero actually betrayed Umbra Catervae, and is currently working against them to create a private zombie army. At that stage, the remaining humans must decide amongst themselves whether they wish to side with them or Zero for the extraction mission; whichever side they pick, they'll be fighting the oer side in addition to the zombies for the duration of the extraction mission. They have thirty-second stun timers whether hit by a dart or by a tag, and their guns freeze a human in place for one minute.

More to come tomorrow when I'll post up my mission plans for the game.

Post Merge: February 09, 2012, 06:21:48 PM
Just a few notes on the above plot. Firstly, the way the vampire betrayal system works is that, if they get too many stuns in a short time (how many will be left up to that NPC’s discretion), they will go berserk, attacking humans and zombies alike. The humans will be informed of this, and this way, they’ll have to still fight, instead of just hiding behind the backs of the vampires.

Mission 1: After the rules meeting and early plot explanation, the players are ordered to secure five ‘beacons’ around the area. However, first, they must find them. Their success during this mission (how many beacons they manage to acquire during the mission) will dictate the success of several later missions. Fallen will be seen looming over Zero’s shoulder during the briefing, but will not be seen for the remainder of the mission.

Mission 2: Zero orders the players to secure a landing zone for Raven, who is simply stated to be a ‘powerful ally’. The number of beacons acquired in the previous mission will dictate how many possible landing zones there are; if they have five, there is only one landing zone, if they have four then there are two, etc. Failure to acquire any beacons will result in Raven not turning up at all, and the ultimate failure of the humans. Fallen turns up after Raven arrives at whichever landing zone he goes to, and assists the humans in escorting him to their ‘base’ (wherever that may be). If the humans fail this mission, the zombies acquire the ability to deploy a limited number of their own vampires – special, unmarked zombies with extremely short stun timers. Additionally, this is the introduction of Sigma Squad, who will attack the group escorting Raven.

Mission 3: Suicide mission time! The humans are ordered to locate Angel, the third vampire assisting Umbra Catervae, who is accompanying an airdrop of heavy weapons. This will be located in a location with multiple entrances and low visibility, and the humans are expected to get absolutely slaughtered here. The zombies will be tipped off to the human’s location, and Sigma will be waiting for the humans at the mission location, although after all being stunned twice, they will retreat. Regardless of whether the humans successfully complete the mission or not, they still gain access to heavy weapons.

Mission 4: The scales have tipped in favour of the zombies. During this mission, the humans must recover Zero, Fallen and any other vampires recovered up to that point, who have been pinned down in a firefight with Sigma Squad. The humans must grab them and get them to a safe distance, but after doing so, the leader of Sigma Squad will approach the humans (who, at this stage, are outside the building that Zero has gone into) and explain that Zero is actually working to create a vast zombie army, using the players to guard his facilities and recover the members his small group loyal to him; however, the experiments had gone wrong during Mission 3, and he plans to abandon the area and go into hiding. They are then given the choice of then siding with Sigma or with Zero.

Final Mission: Your standard extraction mission. Make it to the extraction point, and hold it for a set length of time. They must make it through vast amounts of zombie-infested territory to get to the extraction point, where they will meet whichever faction they sided with, and they then must hold the extraction point against the initial wave of zombies. After ten minutes of surviving wave upon wave of zombies, or after the final victory of the zombies, the epilogue starts.

Human Epilogue Mission: With the zombies finally defeated and extraction imminent, the remaining humans (there shouldn’t be more than a dozen) will encounter the faction they didn’t side with, and will be forced into a final firefight with them, although these enemies will now be accompanied by any vampire-type special zombies that were still in play. This will inevitably lead to the death of all humans involved, and the victory of the opposing faction.

Zombie Epilogue Mission: Having finally wiped out all the humans, either Zero (if the humans sided with the Umbra Catervae separatists) or Sigma Leader (if they sided with Sigma) will approach, slowly clapping. At this stage, whichever one it is will tell the zombies that the mission has been a huge success, and that the vampires should be proud of what they have achieved. At this stage, he will hold up a small detonation device, and a simple chemical device will release coloured smoke into the air behind him. He will then tell them that a biological weapon has been engineered to wipe them out, and that their usefulness is at an end.
« Last Edit: February 09, 2012, 06:23:24 PM by Sixth Kira » Logged

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"Sir, how many darts does this blaster fire per second?"

"all of them"
Dr Remag
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« Reply #29 on: March 23, 2012, 06:36:36 PM »

I had a bit on an idea like the saw 9001, basically it is a play on the scientist escort. Basically there is an antagonist but you do not know who it is. The antagonist terns out to be the scientist which clues can help you find out. The scientist can make it so humans can only stop him from escaping with no hope for themselves. If he is killed early, he becomes, or can become, a nemesis zombie. Perhaps at one point rolling with zombies thanks to a special chemical making them friendly towards him.

You know, for the LULZ?
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