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Supernatural Horror in Gaming – Zombies! (1)

I know I haven’t been keeping up with the gaming-related articles; trying to turn that around now that I’m through listing horror films (for the moment).

Zombies have had a major rise in pop culture over the past few decades: the board games Zombies!!! and Last Night on Earth, Dead Rising, Zombieland, 28 Days Later, I Am Legend, Shaun of the Dead, Left 4 Dead, Resident Evil, Planet Terror, The Walking Dead, World War Z… and that’s just the tip of the iceberg. It’s only natural to incorporate them into roleplaying games, given how popular and enduring the genre is.

But how do you make zombies scary? Their horror, along with the “fear” associated with vampires and werewolves, has diminished to naught with the rise of zombies as a trope in and of itself.

Originally they were a parody of life contrasting with the serene peacefulness of the afterlife concept we’ve acquired from the Victorian age; a perversion of what makes us us—life—the forceful and unnatural reanimation of unlife. The Victorians had a strange fascination with death, and made a thing out of taking death photos and wakes: the stillness of death captured on the stillness of photography, a strange fascination with its tranquility. (The Victorians were weird.) Instead of living peacefully in death, our rotting, shambling husks return, showing the decay and grotesqueness of death.

In recent years, George Romero’s vision of shambling corpses has done more to influence the genre than the original mythology of Haitian voodoo. The drive has been to make zombies into the result of a plague, a perpetual motion machine of killing and eating and rising again, which in and of itself is terrifying: something that cannot be countered or defended against by conventional means. And when you eventually die, you are stripped of your humanity, returning, without your bidding, as a ravenous corpse to continue spreading the disease.

But does any of this make zombies inherently scary? Nope. We all know the pieces of this picture: rotting flesh, ravenous hunger, groans, shuffling, soulless stares. They’re even less scary in a fantasy setting, where a holy character might have the power to drive them away (or turn them back into dust, ala Van Helsing). What makes zombies scary, besides the obvious, are the standard things that make all horror scary: the threat of dying, the isolation, atmosphere, tension. Once the world is dark, grim, lonely and atmospheric, that’s when zombies start being scary.

Still, there are quite a number of other tricks to pull with zombies.

Make them ambiguous! Some of my favorite uses of zombies are when they appear to be something else entirely. One of my friends’ games that I borrowed involved a group of FBI agents lurking around in recent-post-Katrina New Orleans, being stalked by what could be either looters or walking dead. My Weird Wars game used a lot of zombies spread all over the place; technically they were humans infected by a Lovecraftian parasite, but let’s not split hairs. Nobody realized they were zombies until they entered fisticuffs with them, and found out after one’s brain case had been split open. In any case, making your zombies act more like something else—or, rather, less like zombies—is a neat trick to play early on, before your players have figured out what exactly they’re in the middle of.

Description! These are rotting, horrible un-creatures. Play up the five senses you may forget to describe: how bad they smell, the squishing sounds they make, the bits hanging off their open rib-cages and their empty eye sockets pecked clean by birds.

People you know! This is a trick that’s showing up with some frequency now: have someone the character knows, or one of the characters, become infected. How long they have before turning, and how the group deals with the  problem, now becomes its own narrative driving force. Maybe it can be staved off with something grotesque: eating or using something from a zombie, mayhaps.

In other cases, have a player run into somebody they knew: unless they were already established early on, don’t expect too much roleplaying other than “I’ll miss you” *blam*, but it’s a great time to run fear or sanity checks after blowing away a close friend.

Plague! Again, a new but well-used development. How each plague spreads is different: in some cases, you need to die by zombie attack, while others just need contact, or a simple zombie bite.

Conserving Resources! Not just ammo and food, which will be in short supply during a zombiepocalypse, but also game resources. If you’re in a system that uses bennies or bonus points that can be spent for ingame bonuses, cut down on those: only allow them to be spent ahead of time. No rerolls or post-roll bonuses puts more emphasis on the dice, making it into a make-or-break event instead of something the players have security nets to cover.

Zombie Flavors! Fast zombies, burning zombies, exploding zombies, tough zombies, zombie animals, zombies who can use simple items/guns… the purist in me thinks these are pure cop-out, but if you’re playing a zombie game, your players might want (or might not expect) a variety in undead. Or you could just change them up altogether, and make them into something else entirely… the creatures in I Am Legend were theoretically vampires, acted like zombies, and were unique to that story/film, for example.

Play the other side! Here’s one that I always wanted to do: subvert the trope and have the players play semi-intelligent zombies. Combine aspects of the zombie genre with a heavy dose of White Wolf-style introspection and “personal horror.” Probably a bit too roleplay-heavy and cerebral for most people, but I think it’s a viable idea. (Yes, it’s Harrowed from Deadlands as a party mechanic.)

Also, check out Libris Mortis if you’re into Pathfinder or d20. It’s one of the greatest d20 supplements, and worth every penny.

15 Days of Horror – Shaun of the Dead

I think it says a lot about me when the first fifteen horror movies I can come up with include a lot of hybrids—a couple of thriller crime/horror hybrids, a bunch of SF/horror hybrids, and a pair of comedy/horror hybrids. Like this one.

“You’ve got red on you.”

Shaun of the Dead isn’t a true horror movie; it’s a romantic comedy, but one that stays within the constraints of a zombie movie. Simon Pegg is an office zombie, going through his day to day life, hanging out with his slacker friend (Nick Frost) and trying to win back his girlfriend (Kate Ashfield), which just so happens to occur during a zombie apocalypse. That’s where a lot of the humor comes from: Pegg’s Shaun doesn’t even notice the zombies at first, too caught up in his thoughts.

The fact that it’s also a checklist for zombie film components is also a plus: escape scenes, gruesome walking dead, the slow and eventual deaths of the less-important group members, one group member getting bit, the climactic hold-0ut scene… it’s all there. Only neatly subverted into comedy: instead of holding out in an office building or mall, they hold out in a pub; the person who’s infected by the zombies is Shaun’s girlfriend’s mother; the escape scene involves the survivors zombie-walking through a group of undead.

Why is it scary?

It’s not; not in the slightest bit. It is, however, pretty funny, and the zombie special effects are terrific. As a horror rom-com hybrid, I think it does what it set out to do damn well: be a comedy movie set within the boundaries of a zombie film. All the classic zombie film bits are there, making it an authentic zombie film, which it uses to its advantage: the movie takes a serious-but-comedic approach to panning the genre.

I think it holds up a lot better than the other serious zombie comedy (zom-com?), Zombieland, which had a lot going for it but was too short and too shallow and was largely powered by hype. Shaun came out of left field—being British helped, nobody in the States pays any attention to foreign films being developed, which is a shame—and I think being a pleasant surprise, with its distinctly British wry humor, made the film stick out in my mind.

At the end of the day, it may not be a real horror film, but it is one of the best zombie movies ever made.

15 Days of Horror – Night of the Living Dead

“They’re coming to get you, Barbra!”

George Romero’s vision of the walking dead has done more to influence the zombie film genre than anything else. His undead are grotesque shambling corpses, which you may recognize from most—over half, by any account—of the following zombie flicks. If you look at the history of the zombie film sub-genre, there weren’t that many zombie films before Night of the Living Dead, which picked up in the ’70s and ’80s and exploded in the early 2000s.

The film’s plot is also something that has had a major impact on the genre: a group of random, innocent people trying to survive as hordes of the dead rise up, seeking to feast on flesh. Many modern films/games/novels attempt to justify or explain its zombie background—for example, viruses in 28 Days Later, The Walking Dead and I Am Legend, the latter having more influence on the zombie genre than it had zombies itself.

I think it works better in Romero’s version: we don’t know why they’re up, why they eat people, or anything else. Instead of coming across as campy, it’s damn creepy: those original zombies are complete unknowns, but visible, tangible threats.

It also started a groundswell of independent horror films, with Evil Dead taking the concept and making it into the How-To guide for shooting a budget horror flick. And it managed to add some interesting commentary to the civil rights movement happening around it—the lead male role is that of a black man, a very controversial move for the ’60s. Even if, as Romero claims, Duane Jones was cast only because of his performance, it ended up making an impact on critics and viewers.

Why is it scary?

Two reasons. First, the setting and characters. They’re pretty average, not particularly trained for a zombiepocalypse, nor do they have much group cohesion. They’re isolated, not sure what the hell’s going on, it’s dark out—which is stunning in a black-and-white movie, where Romero uses a lot of great shading techniques—and they’re not well armed. They hold out the best they can, and that’s where the horror comes from: it’d be like if you and some random people were holding out the best you could.

Second, this is the film that launched the zombie genre, and as such isn’t tied down by modern-day formulaic contrivances. Now, when you make a zombie movie, most often it’s a parody/comedy or an intentionally schlocky low-budget flick. Much like with anime and comic books, I think the formula of the genre—the audience’s expectations, and the film’s (or game’s, or novel’s) attempts to meet those expectations—do the genre a disservice, not taking itself seriously as anything but another example in the genre niche. And the zombie over-exposure, like with vampires and werewolves, means they aren’t scary any more on their own.

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