jezter6 said:
Ok, aside from the 'things to kill' part, the things to do sounds pretty reasonable, but also...typical.
What non-typical sub-plots are there?
Not only that, how do you hook the players on it? I mean, aside from them wanting to be 'good guys'...building a shelter for others may not be in their cards, they may be worried about themselves.
How do you get them to follow anything but the 'kill zombies' plot?
90% of surviving a zombie apacolypse, YotZ in particular, is trying to become better armed and protected, as well as maitaining a safe place to run.
Now, YotZ follows the "Conspiracy Theory" as far as things go, so atypical subplots the PC's could run into include the following:
Someone out there is training and arming Risers, using them to capture groups of people, overrun settlements, and guard convoys. The people doing this could be part of a rogue scientific group who is using crude cybernetics to control the Risers, along with Clockwork Orange-esque training methods.
There's an area that the Risers will not go into, but people that enter eventually disappear. Where are they going, and who is kidnapping them?
A bunker system that could easily hold the PC's and the people that are with them, AND the current inhabitants of the bunker, is being denied to the PC's and thier group. They could even ambush the group to take thier equipment and pick/choose from those they want. The PC's would have the delima of whether or not to just walk away, allow the people in the bunker to pick and choose and confiscate gear, or whether to "take it."
A radio message on loop suddenly changes to a live broadcast, telling everyone within hearing range to come to a safe place detailed in the message. Getting there is half the battle, and unrepentant scum are victimizing those on the way. When the PC's arrive, have one fo the guards be reconisable as the raiding scum, and the settlement inside being intolerable.
Strange radio bursts keep getting picked up at a certain time (This works best for Texas or Florida based groups) and over the next week or two the PC's see a shuttle take off, land, take off again, and land again. Someone has seized a NASA site, and is sending shuttles up for some reason.
Robots have begun appearing. Mean, nasty ones. PREDATOR and SWORD viariants. When one is investigated, a surgically altered human brain is found in control (read the Rat Controls Airplane news articles) and the beacon can allow the PC's to triangulate on where they are coming from.
A power group is rapidly making areas of a large city safe. However, the ruling class is despicable, the laws are tyrannical and deplorable, and the disparity between the ruling elite, thier guards, and the masses is horrible. The PC's are offered a job as security forces, and must decide whether or not oppressing the rest of the citizens for the luxury of the elite is all right or not. Add in a favorite NPC "vanishing" now and then, and whispers of something horrible.
A wolf pack is following the PC's, gaining strength as it does. The PC's are harried and harrassed at every opportunity by knife wielding little savages. The leader of the pack is one of the PC's relatives, and she burns with absolute hatred over the fact the PC abandoned her to her fate.
Rumors speak of a crashed airplane nearby, one that went down loaded with treasure. The plane is full of cocaine siezed by the DEA. All kinds of groups want it, some for benign reason (anesthetic) and other want it for more unsavory reasons (population control and to make the slaves work longer and harder) but the PC's are marked for death.
The PC's have to break out of jail, the guards having succumbed to the Rising and leaving the PC's locked in the cell block. As food runs out and the more predatory cons killing others, things get desperate.
The PC's are military, and have to figure out a way to return from the Middle East with the Rising in full swing. To top it off, the ships sailed and the planes flew early, stranding tens of thousands of troops in the Middle East. Surrounded on all sides by an indigenous population that blames the soldiers for the Rising, the PC's have to find a way out of the Middle East.
Aboard the PC's flight, a man hiding a bite succumbs to the Rising, and in the ensuing chaos, the plane crashes in a harsh environment, wounding over half of the passengers. The PC's have to lead the suviving passengers through harsh terrain, with no supplies or equipment.
Need more?