Campaigns in All Flesh Must Be Eaten

John McMullen

There's this perception that survival horror games are for one-shots. That you can't run a long-term campaign in a game like All Flesh Must Be Eaten. That everybody dies at the end and what's the point of a second week of that?

This perception--like the belief that you can only run a zombie game if you keep a severed head on your desk--is incorrect. And I intend to show you a couple of ways you can run a long-term campaign chock full of living dead mayhem.

(This article incorporates ideas from lots of folks on the AFMBE mailing list, including but not limited to Mud Puppie, Edward Perkins, Ghost Ship, Bob Fletcher, Kelly Dasher, and Albert Bruno III.)

You've got a few options if you're intent on a long-term campaign. Here are some:

  1. Start the campaign before the zombies rise. Get the players involved in whatever will cause the dead to rise. The most likely setup, to me, is that the zombies are the result of some powerful spell, and the players don't manage to stop it in time. The rise of the zombies might be the turning point in any kind of hidden occult or conspiracy game (think of the backgrounds of WitchCraft, Call of Cthulhu, Delta Green, Bureau 13, Chill, Mage, Ars Magica, GURPS Voodoo, CORPS 1st edition...)

    On the plus side, your players have time to get to know each other and the NPCs; they really get to feel it when you tear the world away. Plus, you can have the fun of killing various recurring characters or having them escape to torment the player characters further.

    On the negative side, it takes quite a while to get to the zombie-killing fun, and you're less likely to end up with player characters who interact like strangers trapped in a George A. Romero movie. And--this is important--after the dead rise, you have the same problem as #3, below.

  2. Let them die. Work out some kind of overarching story-plot and have the campaign run as a series of stories that may or may not involve the same characters. If anyone doesn't die at the end of an adventure, you have the option of bringing them back. What's important here is continuity of players, not characters. The players have the fun of seeing the world situation evolve, even if their characters don't.

  3. Start when the zombies rise and just keep going, introducing new characters as old ones die, just like any other campaign (although possibly more frequently). This is the real problem, and the one we're talking about here.

If you think zombies are only good for a single night, then your focus is too narrow. What happens when the dead rise? Lots of violence, of course, and one more teensy little item: The collapse of civilization.

Things. Fall. Apart.

The modern world is a tightly interconnected web of dependencies. Without electricity to run the pumps, you can't fill your car. Without your car, you can't get to the grocery store--but that's okay; the refrigeration's off and the food is spoiling. Spoiled food means illness and empty bellies, and shortly after that it means riots, violence, and mob rule.

And that's without zombies.

Zombies are just the trigger that pushes civilization over the edge and keeps it tumbling. They're the flavour of this particular apocalypse.

After that first shocker adventure, the Cast needs to find a reason to live...they need to deal with the problems of food, and water, and electrical power, and scavenging for medicine, and ammo...lots more ammo. :-)

Depending on the type of Deadworld you run, you'll put the point of no return closer or farther. For example, the Mein Zombie Deadworld has some pretty nasty zombies and the threat of Nazi world domination, but back in the US of A, no one's threatening his neighbour with a shotgun. (At least, no more than usual.) In the Rise of the Walking Dead, everything with a backbone that dies becomes a zombie, which makes vegetarianism look like a pretty good option. The more people die, the harder it is for civilization to come back. And that's the key to your campaign.

Your players aren't just fighting zombies. They're trying to survive. They're dealing with the other half-crazed people out there who would also like to survive. There may be other threats: perhaps nature herself.

And your players are also fighting themselves. (Use the Essence loss rules!) The stress and strain can eat away at anybody.

The search for ammunition alone can eat up entire adventures, with only one or two zombies thrown in for good measure:

The four Cast Members have found a door leading to a fallout shelter. They're sure it contains food, water, ammunition and they want in. The problem is that six members of a street gang found them standing outside it. Now they want the Cast Members to go away so they can get in. Nobody has ammunition left; one gang member tried firing his zip gun but it was fouled and blew up in his hand. He's sitting over there in shock.

The leader of the gang pulls out his knife and threatens one of the Cast--who takes him up on it. The Cast Member gets a nasty cut but manages to club the gang leader on the head and he falls unconscious. As the Cast are dealing with the angry gang members, their leader gets up. He died from the concussion...

Maslow's Hierarchy of Adventure Seeds

You know your first adventure: The dead rise, and the players try to survive. Eventually, at least one of them does. (Otherwise, go to campaign option 2 in the first part of this article.)

If you ever took a psychology course, you probably ran across Maslow's hierarchy of needs. Basically, the desires we each want to fulfill, arranged in a pyramid. Most people aren't concerned with one level until the previous one is fulfilled.

As a zombie master, you can look at it as a source of adventure seeds, or the structure for an entire campaign:

  1. Physiological needs (food, water, and basic survival)

  2. Safety (protection, organization in the social structure)

  3. Love, affection, and belongingness

  4. Esteem (respect from others, self-respect)

  5. Self-actualization (the need to be involved in something you were born to do, your calling)

Obviously, steps 1 and 2 are a big part of any post-apocalyptic game, but you can move on to the higher steps too. Maybe the players will find or found a settlement, work to gain respect in it, be able to concentrate on what they do best (which for most role-playing characters takes us back to denying somebody else of stage 1 and 2, but I digress).

Steps 3, 4, and 5 are pure acting. Whether that flies in your game depends on your players and you. Anybody can use starvation as a prod, but only people who want to will role-play a game involving a character’s search for self-respect, or finding his or her calling.

However, just because Maslow put them in a hierarchy doesn't mean you have to. Mix and match; your Cast Members are coming from a functional society where they had most of these needs met, or they might still be struggling with getting respect from others even as they're trying to take the head off that zombie.

People have killed themselves for being shunned; people have died for lack of respect, lack of love, and loneliness. Any level of this hierarchy can be lethal for the right character.

Norton has been "adopted" by a motorcycle gang. They make him do clean-up tasks and make fun of him, beat him up if he tries to escape, and he hates it—but, he thinks, it's a protection of a sort. Then, outside a town where the zombies are clustering around a small band of survivors they tell him: He can be a full member of the gang if he just gets a pistol and badge from a zombie cop. Norton doesn't know if it's another practical joke or a legitimate offer. Going in might kill him, but living like this will surely kill him eventually. Will he do it?

For more ideas, check out the Post-Apocalyptic Shopping List at the end of this article, a collection of suggestions about things that wear out, break, fall apart, or will be in short supply once the dead rise. Any of those can motivate or complicate your next adventure. ("We need to go into the zombie-infested city for a bra?")

Putting It All Together

Here's a sample campaign narrative, just to show you how it might work. Your group will do different things--don't they all?--but you can see how it might work.

The dead rise--and everything breaks down. Your Cast Members survive long enough to get away from where they were first trapped. They scavenge food, water, and a mobile home with a full tank of gas, and go looking for a safer place to stay.

One person remembers a good spot; his family used to spend summer vacations near there. It’s defensible, has fresh water, and is winterized. The trip up requires them to scrounge up a new tire (some auto accidents left sharp debris on the road), food, water, and ammo, and they find a woman who's sick. She says she's a doctor. Do they take her along, risking she'll die and threaten them all? She's the only survivor of a huge zombie horde that's heading in the same direction.

When they get there, they discover that other survivors got there first. They have to petition the enclave to let them in, or start their own. If the doctor is really a doctor, maybe she's their bargaining chip. Or maybe it's news of the three thousand zombies on the way...

Or they find little groups who have their own crackpot ideas to explain the rise of the dead and anyone who doesn't believe is a threat and should be converted or exterminated.

Eventually they find shelter. And then they're part of a community. Are they trusted? Perhaps. Perhaps not. There's still lots to learn, however.

They learn that even though you have a strong fence around your enclave, it doesn't matter if someone inside dies of a heart attack and turns into a flesh-eating monster in the gymnasium, where no one has a gun. They discover that someone has to go into the zombie-infested city to see if there are any books on how to cultivate your own penicillin.

There are no doctors, no dentists, no chiropractors, no naturopaths, no optometrists. Somebody breaks his or her glasses and can't see. Is he or she now a liability instead of a help? And what does your Cast do with them?

With an eye to the future, they want livestock. They organize a trip to find dairy cattle or goats or chickens that are wandering around the countryside (all of which are very skittish, because the zombies have been trying to grab them, too).

Something is killing the cattle, and they discover that some soft-hearted person let the tigers out of the zoo instead of letting them starve when civilization fell. There’s a pair of tigers in the area—maybe more (where did the elephants go?)

The Cast will be trying to repair a generator so they can run an electric alarm system or even movie night for the kids. They'll be trying to decide if that now-pregnant teenage girl who finally did it with her now-dead boyfriend the night the dead rose should have an abortion, because they don't have food to support a pregnant woman...and she may not want one, because it's all she has of her beloved Ricky, so she runs away after disabling the fort's power supply and taking most of the ammo....

Maybe they don't like the way the others are running things; maybe they think the others are foolish and setting themselves up for being overrun by one huge zombie horde later, even though everyone else is exhausted and is willing to put up with the problems. They're safe, right?

So one Cast Member tries to become mayor. The others help or hinder.

Do you even want the PCs to be in charge? Maybe not. Just because they're the Cast doesn't mean they need to be in charge. It's certainly more convenient if they're not in charge: they can be ordered to do things. "The condensator coil for the well pump is shot. Go to Vault 13 and get theirs."

Still More Adventure Seeds

Other adventure ideas you can use to build a campaign:

It's Not Really About Zombies

At best, the zombies are an environmental hazard/dramatic device. They can get old real quick if there isn't anything a bit more "meaty" (ahem) to sustain interest. George A. Romero is emphatic about this: in his movies, the zombies aren't the real threat; people are.

Think about this: if you were doing a campaign set in an underwater city, would you imagine that every episode had to be about the threat of the bends, drowning, and finding more air? Of course not; those are a background threat, like sharks, brought in when you need to up the ante in a particular adventure. Once the cast survives past a certain point, that's all zombies are. They shouldn't be careless, or they'll find themselves trapped in an old farmhouse and low on ammunition--but for old pros, that's avoidable.

Think about TV shows like The Fugitive and The Incredible Hulk: in both of those, the Cast is constantly on the move, meeting strange situations and threats. The fight for survival gives your Cast license to meddle in the affairs of others, as it gives other characters license to meddle with your Cast.

Another good source is the Deadworld comic series. A little closer to zombie source material, excellent atmospheric stuff, and it clearly shows the threats other than zombies.

What Will You Need?

So in a game with a high mortality rate, what do you want? It depends on your players and your wants, of course, but here’s what I’d look for in thinking about what to put in my campaign:

The Post-Apocalyptic Shopping List

This list is almost entirely the result of brainstorming by the AFMBE mailing list, and the credit is theirs. This started off as a thread about things that would be in short supply after the rise of the dead. (In fact, the majority of the items came from Kelly Dasher aka LadyCyfarwydd aka LadyErwyn, and I just cut and pasted them in. You might be able to find her on the Eden AFMBE board; the email I had does not work any more.)

Use any of these to confound your players in small ways or to force them into action.

Survival gear

Weapons

Clothing

Mechanical/Vehicle

Personal toiletries and hygiene

Medication and health care

Utility

Food

Skills

If anyone is able to settle a colony during a rise of the dead, they'll need skills to get it running and keep it running

See also

This web sites can point you to lots more post-apocalyptic shopping:

http://www.keyway.net/~sinner/tribe8/weaversloom/scavengorama.htm

And you might want to look at this book for more hints about how things work and how they can break down:

http://www.amazon.com/exec/obidos/ASIN/0395938473/qid=979597778/sr=2-1/ref=sc_b_1/102-1166694-2529769

You might also want to check out a few survival guides for ideas about what can go wrong without civilization.


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