Eight zombie campaign frames sketched out in moderate detail.
GURPS Zombies is a huge and comprehensive book, which deals not
only with the walking dead in all their variations but with similar
hordes of enemies in general. That's plenty of material for building a
custom campaign, but many GMs don't necessarily want all of that: they
want something they can start with minimal preparation, and that's
what this book is about. (I'll admit I've felt this way sometimes,
even though developing a campaign setting is something I greatly
enjoy, which is why I've recently been running Torg.)
This isn't like All Flesh Must Be Eaten, which lays out specific
detailed adventures in its supplements, but it does give eight setups
for zombie campaigns: power level, backdrop, genre, and so on, while
advising on which bits of GURPS Zombies are relevant and which can
be left out. They get around six pages each.
Empire of the Necromancer-King
This is a genre fantasy world, with high-powered heroes battling the
undead hordes (all mindless, none infectious). A massive empire of the
unliving attacks the last remaining human kingdom; the good guys are
always outnumbered, but skilled and well-equipped. Adventurers will
defend or re-take villages, destroy unholy artefacts, and ultimately
strike at the Necromancer-King himself.
Fields of Fear
In the antebellum South, slave labour is cheap… but zombie labour is
free. The zombies are enslaved living people, and are not the enemy:
they're just more victims. This is a small-scale game of investigation
and slow revelation, in a society that's not going to put up with the
murder of prominent citizens. Some of the tensions between NPCs are
particularly interesting.
Savage Streets
A new drug makes its users crazy. But that's only a problem for the
addicts, right? This is a modern action game with civilisation
breaking down, but only in limited areas: PC law-enforcers and
vigilantes can clean up the streets but head home at night in relative
safety. These zombies are mindless brain-eaters, but not infectious.
Zeta Force
A patchy task-force of zombie hunters deals with multiple zombie
outbreaks: turns out it's an easy end-state to reach from all sorts of
dubious experimentation. Practically any sort of zombie can show up
here, from mad-science serums or black magic, but many of them will
still be living. Power scales from technothriller to GURPS Monster
Hunters at the GM's whim.
Ultimate Zombie-Fighters
The world has fallen apart: almost everyone is dead. Heroic zombie
fighters try to hold off the shambling hordes. Scattered human
communities may offer aid or threat. Zombies are infectious, but PCs
are immune. This is the classic post-apocalyptic zombie scenario, but
there's more to do than just shooting the bad guys.
Alpha and Omega
Zombies have overrun the world; superheroes fight them. But everyone's
hand is against them, for reasons that would be spoilery to reveal.
Time of the Zombies
Well after the apocalypse, the low-tech survivors try to scavenge
supplies and rebuild. There are still occasional zombies out there, as
well as more conventional cannibals, and mutant people and animals.
Depravity Well
The one SF setting here: humanity's first interstellar expedition has
crashed on a planet filled with alien nanotech zombies. This is a
long-term survival game, with no hope of rescue for years to come,
balanced by exploration and some attempt to find out what happened to
the aliens.
Overall this is a wide range of zombie campaign settings, with good
advice even on how to keep the splatter-fest of Ultimate
Zombie-Fighters from becoming samey and boring. While the length
varies (Fields of Fear might well be played in a few sessions), none
of them is set at the transformational moment between normal world and
zombie apocalypse, so this should give them some legs. (This seems
like a reasonable place to plug
my own modest contribution to the zombie RPG genre
which does happen at the transformational moment; it's written for
the WaRP System but it's readily usable with GURPS.)
I probably won't use it any time soon (my players aren't particularly
interested in zombie-fighting) but this is still an interesting
exercise in campaign design. GURPS Zombies: Day One is available
from
Warehouse 23.
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