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THE WALKING DEAD UNIVERSE RPG: CORE RULES - This is The Walking Dead Universe Roleplaying Game. The Walking Dead has always been about characters facing impossible choices in an unforgiving world. With this game, you enter into the world of the dead and must face these choices head on. You can do this at any point in the timeline – encountering familiar faces and locations, or new ones – but the hardest choice will always be the same: Who are you going to be? We have seen many stories set in The Walking Dead Universe – now it’s time to see yours.
From the manufacturer
Free League Publishing The Walking Dead Universe RPG Core Rules
THE WALKING DEAD UNIVERSE RPG: CORE RULES - This is The Walking Dead Universe Roleplaying Game. The Walking Dead has always been about characters facing impossible choices in an unforgiving world. With this game, you enter into the world of the dead and must face these choices head on. You can do this at any point in the timeline – encountering familiar faces and locations, or new ones – but the hardest choice will always be the same: Who are you going to be? We have seen many stories set in The Walking Dead Universe – now it’s time to see yours.
What's in the box
1 Book
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First, some of the bad? It's a slim volume compared to Mutant Year Zero, Coriolis, Tales from the Loop, and the ALIEN RPG... Part of this is due to the limited setting information in the book. There's no origin story for the Walkers. There's no secret cure. Yes, they give you a look at Atlanta, but in limited detail. It's not a guide on Atlanta after the apocalypse. The story is supposed to be your own.
To that end, it's not difficult to put together your own map. They're not giving you a hyper detailed world around Atlanta, so why not use your own locality?
The Game itself revolves around the survivors and their stories. And that is faithful to the mood of this universe. Personal conflicts are the name of the game, and a peaceful haven is not guaranteed.
The Walkers are handled more like an environmental feature. You don't necessarily fight a Walker so much as you deal with the ever present threat of the Walking Dead. It's a very clever way to differentiate the persistent plague versus other threats like external Factions that want to take over or eliminate your group.
The solo rules are also innovative in how they handle NPCs, such that I'm probably going to use them in other YZE games. It's a solid setup, maybe a better approach than how they dealt with solo games in Twilight 2000.
Lastly, TWD uses dice pools like Mutant and ALIEN rather than step-up dice like Twilight 2000 and Blade Runner. While I like the step-up dice better, the dice pools make sense for the way they manage NPCs in the solo mode as well as the general rules around stress/panic (which were borrowed out of ALIEN).
A solid extension of Free League's Year Zero Engine, and worth a read.