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Decisions for my campaign

Hugo

First Post
Ok, I am a relatively unexpirienced GM. I am in the early stages of starting a d20 modern campaign and I am faced with a lot of campaign decisions. I have decided that the PC's primary enemy will be zombies. The question then becomes whether the zombies are magically raised or are created from a virus from some evil corporation(like Umbrella). Hypothetically I will say I am going with the magical zombies, I could use the Shadow Chasers setting and have a few zombies appear and then spawn more as they turn a small town in to living dead. This idea would be good because it would leave my campaign open to other shadow creatures. Any input on what makes a good zombie setting? I also have to choose whether the PCs are normal people who get caught up in a massive shadow invasion, or if they work for Dept 7 for the government. If they were normal people the shadow invasion would have to be on a much larger scale, they would be trying to survive as the would collapsed and a large portioin of it's population was destroyed. As normal people they wouldn't be able to just get an m16 to kill the zombies, this could make things interesting. Any input is greatly appreciated.
 

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I'd recommend reading up quite a bit on Dark Matter, All flesh must be eaten, and maybe checking out some upcoming stuff like Blood and Brains, before going whole hog into it. Dark matter was great for the 'conspiracy theory' stuff with creatures that just shouldn't be in our world.
 

jezter6 said:
I'd recommend reading up quite a bit on Dark Matter, All flesh must be eaten, and maybe checking out some upcoming stuff like Blood and Brains, before going whole hog into it. Dark matter was great for the 'conspiracy theory' stuff with creatures that just shouldn't be in our world.
Dark Matter?
 

Dark Matter was a modern-day conspiracy/occult setting produced by Wizards of the Coast in 1998 for the Alternity system (a sci-fi game system produced that was a halfway step in the evolution of AD&D to d20).

It had a core book and several suppliments (an excellent Arms & Equipment guide, a creature book called Xenoforms, a published long adventure called The Killing Jar. It also had a book called The Final Church, a suppliment on satanic cults with a very nice adventure in it, but it is only available in .pdf format.

Many elements of the setting (The Hoffmann Institute, the Final Church, the UN ESF, Gardhyi (Men in Black), Half-Fraal (Starchildren), Seshayans, Sandslaves (Sandmen), Elohim, Luciferans, Etoille, Kinori, Montauk Monsters, and Litter Brutes (Littermen) were reprinted in the Menace Manual for d20 Modern. Some "Urban Legend" creatures in the MM, like Fraal (Greys), Yeti, and Sasquatch were also in the setting.

You can buy .pdf's from SVGames (unless they changed things recently), you might be able to find a copy at a well-stocked FLGS, or you might be able to find copies on eBay.

Polyhedron (the late great d20 Mag), did a limited write-up of the setting for d20 Modern in issue 167 (aka Dungeon 108). It was only mini-game scale, but gave a good taste of the setting.
 

Hugo said:
If they were normal people the shadow invasion would have to be on a much larger scale, they would be trying to survive as the would collapsed and a large portioin of it's population was destroyed. As normal people they wouldn't be able to just get an m16 to kill the zombies, this could make things interesting. Any input is greatly appreciated.

I've played in several survival horror games with this basic storyline. I suggest taking a look at Awakening, a homemade system that's free online with this idea. Just skip all the rules and stuff, and in the back there is a few cool articles that could help with some ideas for adventures and such.
 
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Hugo said:
I also have to choose whether the PCs are normal people who get caught up in a massive shadow invasion, or if they work for Dept 7 for the government. If they were normal people the shadow invasion would have to be on a much larger scale, they would be trying to survive as the world collapsed and a large portion of it's population was destroyed. As normal people they wouldn't be able to just get an m16 to kill the zombies, this could make things interesting. Any input is greatly appreciated.

Speaking from experience, let them be normal people: it makes things a lot more interesting. Assuming you are talking about a complete or near-complete collapse of society, the first issue with normals will be how they try to protect their loved ones. If they are immersive roleplayers, that will likely be an all-consuming task for a while unless you either eliminate all of their loved ones in the initial game-start (which will probably leave them all with a fatalistic "punisher" mindset) or you provide a safe faven for their loved ones ("you guys stay here in the hidden shelter while we go for supplies") which gives a nice "everyone is depending on us" tone, or you can leave it to them to develop on their own.

Aside from the "loved ones" issue, the normal-people cast is great for rewarding ingenuity. The most realistic response from normals might initially seem like total power-gaming, but that can be a good thing. What I mean here is, yes, given a zombie-world-collapse situation, wise people are going to find the closest army depot/police station/gun shop/demolitions supplyhouse and stock up on whatever they can get. After that, they will probably look for chainsaws, molotov cocktails, and nail guns if they have to. Just trying to sneak into the armory can be a great adventure if done well.

From an over-arching plot standpoint using normals as PCs, you can have a ton of stuff laid out for you with very little work:

Maybe you start with the initial X-files weirdness like one or two stary zombies or just a zombie-alligator in the sewers type thing, maybe enough for the PCs to get a hint of what is coming and deal with something small on their own, and maybe they even think they can keep the whole thing secret. But when the weirdness hits the evening news, they know they are not in for that kind of quiet-conspiracy situation. Then the weirdness/zombie attacks start getting reported all over the planet, and chaos ensures. An adventure centered on rioting in the town, maybe, or the PCs try to prevent a local outbreak, while you present total destruction on the news elsewhere. As civilization collapses elsewhere, news reports from the outside world are cut off. You can have the army step in for a brief period before getting overrun. The power shuts off one day, and the water a few days after that, while a lot of people leave town to "hide in the hills". You can give the PC's a lot of options at that point such as to stay and fight what is coming or head for the hills. Either way, you can have a good adventure when the big zombie invasion finally hits. Then after that, you have the fun of getting supplies for whoever is left, such as medicine, food, replacement parts for the radio transmitter, etc. A supply run through zombie territory would be a good mission at this point. Similarly, you can have the rescue mission in here, where maybe some friend of the PC's gets taken by zombies, or even kidnapped by a rogue military unit, or perhaps the. Anyhow, by now, the whole campaign is in a semi-stable mode where you have some number of people holed up in some secret community, surrounded by zombie-territory and cut off from the rest of the world, when you get a message. Somebody has an idea for how to beat the zombies, but somehow you have the get the secret weapon/formula/incantation from somewhere far off. So the PC's do the "quest" where they go on a long trek cross-country to get the goods. Add in as many adventures as you want along the way, and show off just how bad the destruction is elsewhere. Finally, the PC's get the goods (and head back home if you want) and they beat back the major zombie menace. At this point, the campaign can be over, or it can be a new start (because the solution/secret weapon only eliminated the zombies, not the various mutated shadow creatures that now lurk in the wilderness, so life is somewhat safer, but you still are not really safe outside your compound's walls.)

I think somewhere along the way I just stopped offering advice and my creative juices took over, but maybe some of that will be useful to you.

By the way, I would also definitely throw in an evil army unit or two, a competing compound with a tyrannical leader, political problems within the PC's compound, and a mysterious stranger who staggers into their camp with a cryptic warning before falling over dead.
 

We have a sixteen page zombie thread over at the WOTC Modern forum if you're interested. Although it has strayed off topic at times, it's a good read if you are interested in running a zombie game
 

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