Do you have any materials that might recommend how to adjust difficulty? I'd love to be able to make a small monster manual for myself that I can throw into any scenario when I run Dead Halt, but I have an unclear view of how to balance fight-based encounters without too many other enemies to model after (and considering what weapons my players could have) without a lot of trial and error. Any suggestions help, thanks!
A downloadable Roleplaying Game
Dead Halt is a roleplaying game about a megalithic Hotel, clunky computer consoles, modded humans going haywire, and wonderful adventures. Equip your new Maintenence crew at the random Item dispenser Gashapon in the basement, Grab a job from the Bartender, and take the elevator up to endless wonky floors beyond your imagination.
Easy to run, as the GM can borrow modules from any other game and allow the elevator's doors to open into it. Tomb of Horrors is a bit wackier when the Crew has a Microwave Gun, Piston Knees, a Computer Console in their party, and are tasked with arresting Acererak for unlawful excavation.
Wonderful to jump into, players build characters during roleplaying. While sitting at the bar and talking to the bartender they decide stats and immediately jump into an adventure. No session 0. All hilarious fun.
Welcome to the Hotel.
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Dead Halt User's Guide - Physical
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This is a very good question... you have our gears turning.
Please stand by.
Thanks! If you need more prompts that would be helpful for an HM/GM like me, let me know and I can think of some specific examples I'm planning! I think what I need most right now would be ~
- Example of a "small, medium, and large" enemy "stat blocks"
- Example of how to apply "small medium large" enemies into encounters re difficulty: for example, being able to populate an area with many enemies vs one big enemy, or how to determine a "small encounter" vs a "boss encounter" - the D&D concept of "difficulty rating" is helpful there I think..! The Cord Collector and Guile are great, but they have pretty wildly different stats (especially Wound Thresholds) so I'd have trouble knowing how difficult they are without doing a lot of trial and error rolling dice with fakie characters by myself
- Example of enemies using "ranged vs melee" (or I guess in the scenario of Dead Halt, enemies being up front with combat vs using the environment)
Thanks for thinkin' on it!
Where can we find the gashapon item descriptions? The book says they can be downloaded from the Zonware website, but I don't see anything like that there. Thanks!
THEY ARE READY. Thank you for your patience, please enjoy. http://www.zonware.net/winternet.html
Are you hacking my emails? Just the other day sent out an email to my co-writer "Help! We need to finish that massive Item list!"
Sorry its not up yet, we are working hard to have it up this week!
Absolutely delightful setting, fun and whimsical art, and engaging mechanics. It gives me Paranoia vibes in the best way, toeing the line between silly and sinister. I hope to have many madcap adventures in the hotel!!
Dead Halt was originally a hack for Paranoia many years ago :) Glad you are enjoying the game!
Hello! The blurb on this page (above) says: "Easy to run, as the GM can borrow modules from any other game and allow the elevator's doors to open into it. Tomb of Horrors is a bit wackier..." (etc.). Can you kindly describe how this works in terms of game mechanics? If I buy Dead Halt, what is needed to have a floor open on to a Dungeons & Dragons adventure, a Call of Cthulhu scenario, etc. What sort of game mechanic conversions should I expect? Thanks! - Brian C. in Massachusetts email@example.com
Hi Mograg! Good question! Essentially as I was building Dead Halt I was using other adventure plot lines so that I didn't always have to make up my own. The "conversion" aspect of this is simple, as Dead Halt is quite rules light what I would always do is take the story line, maps, and creatures and use those, and as creatures don't have super lengthy stats in DH I would use their main attack quirk or whatnot as their effect agains the Crew.
Dead Halt is meant to be super easy to jump into, and how I do this is I grab an adventure book, start reading at the beginning of an interesting arc or part of the adventure, and then let it fuel my ideas as my players react. The best part of this though is that it is going to be wacky no matter what. If you run the story and dungeon of Tomb of Horrors, in DH your players might have TNT and guns and other wild tech.
Its makes for some incredibly silly and really enjoyable games, as players get incredibly creative. (I have run TOH in DH by the way... It was hilarious.) Long story short, Dead Halt is very casual and open ended. You have to have an open mind and be very creative, there arn't a lot of stats, number crunching, or anything like that, but it can lead to some wonderful stories you never expected to have.
Hope this helps!
Hi! I just ordered a physical copy and I wondered if a tracking number was available?
I send them with stamps so unfortunately not, but I ship daily, so yours should be there soon!
are you still shipping zines?
How long does the physical copy typically take to ship?
Depends on where you live obviously, but I ship out basically next day if not same day :)
So wonderfully fun and wacky. Took a crew of absolute beginners through a mission and they had an absoutely fantastic time. My only complaint is that we need moar adventures! Wen Dead Halt adventure zine?
So glad you got to play it! Steal some old dnd modules in the mean time (I ran Keep on the Borderlands in DH, it was wonderful) but, ZineQuest 2 is in exactly one month... hint hint
Easy to pick up and play! We didn't waste any time getting into it; as soon as you sit down you're playing the game. Great for one-off adventures on a cold winter night in, but comes with tons of stones to turn over for a longer campaign. There's more to the Hotel than meets the eye...
Bizarre yet familiar!
Super beginner friendly, and wacky enough to entertain veteran RPG players all the same.
this game was so fun to run through :) our whole group made a cast of quirky characters (I played a ratfolk with a staff she was trying to use for magicks) and we went through the albatross adventure included with the zine. love the npcs and how everything is designed with intense retro clunkpunk in mind, can really feel all the heart in it!