Tiny Living Dead House Rules

1. Noise Draws Walkers

Survival means keeping quiet. Every gunshot, scream, or smash risk drawing in more walkers. But tracking every single noise... that gets tedious, and honestly, it kills the pace when you’re in the middle of a fight.

When Does This Rule Trigger?

Any major loud event: a running fight, a gun battle, shouting matches, smashing doors or windows, car alarms, explosions, whatever fits the scene.

How It Works:
Escalation: If there were multiple loud events in the same scene (three gunshots, an explosion, a car horn blaring), add +1 to the roll.

Example: A gunfight (gunfire + shouting) and then a car alarm goes off. That’s plus one to the roll, the GM rolls 1d6, but now walkers show up on 4–6.
Result:

The walkers don’t burst in mid-combat (unless you want them to). They shamble during the aftermath, when people are wounded, distracted, arguing, or just catching their breath.
This keeps tension up but doesn’t interrupt the action.

Remind Players: If you make noise, you’re not safe just because you survived the fight. The world is listening... and it’s hungry.

2. Trust & Tension: Building Relationships

Every NPC group or key character starts at a Trust Level:
Trusted / Neutral / Hostile
(The GM or solo player sets this at first contact, based on history, rumors, or first impressions.)

How Trust Changes:
Example: "Positive: traded food and medical supplies at the water tower."
"Negative: PC threatened their leader outside the old school."
Betrayal or heroics shortcut:
Optional: If you want more granularity, use tally marks (✓ for positive, ✗ for negative) next to each NPC/group. After three of the same type in a row, shift their trust.

3. Bleak Morality: Choices Have Consequences

In this world, everything you do leaves a mark... not just on the world, but on you. No alignment, no cosmic scorecard. You just do what you have to, and then you live with it... or you don’t.

How It Works: Mechanical Impact: How to Resolve Trauma: If It Builds Up:

This isn’t about punishing anyone... it’s about making the story matter. Sometimes you dig yourself out, sometimes you don’t. Play it honest, play it messy, and let the game breathe.

4. Gritty Healing: No Easy Recovery

Survival means living with your wounds. Nobody wakes up fully healed. If you want to get better, you need time... and you need someone who knows what they’re doing.

Healing Rules:
Quick Notes: If you don’t get enough sleep, you don’t heal at all... and you risk exhaustion, which can lead to more trouble.
Food, water, shelter, these all matter for recovery. If you’re lacking, the GM can slow healing or add extra problems.

5. Downtime and Community Projects

Survival isn’t just running from danger. You have to build, repair, and create something that lasts... whether it’s a safe shelter, a working generator, or a simple garden.

How It Works:
Optional complication: If you fail a Test, the GM can throw in new problems... supplies run out, the weather wrecks your progress, or you make too much noise and draw attention.
Examples:
  • Fixing a car engine needs a Mechanic and 3 successes. Each Test is a day of work.
  • Reinforcing a fence needs someone Strong or with a Builder trait. Two successes and materials.
  • Setting up a clinic needs a Doctor, 4 successes, and medical supplies.

6. NPC Relationships: Who Matters to You?

In this world, no one survives alone for long. Every Survivor has bonds…people they care about, people they rely on, or even rivals they just can’t ignore. These relationships aren’t just for flavor... they change how the game plays out.

How to Use Relationships: Mechanical Impact: Why This Matters:

Relationships give your Survivor something to fight for, or something to regret. Every loss cuts a little deeper. Every reunion, every moment you save someone, makes survival mean more.