September 13th, 2011
                Hello  everyone, and welcome to another exciting edition of Grave Plots, where we bring you new plot hooks and adventure ideas  each and every week.  This week is Zombie  week here at Necromancers of the Northwest, and that being the case I'm sure  you can all guess what we'll be talking about today – that's right, zombies.  
      
                Zombies  are a true classic.  Whether it's a  horror movie, a sword-and-sorcery style fantasy novel, or a first person arcade  shooter, the walking dead make their mark in media time and time again.  Being such eternal and pervasive monsters, it  should come as no surprise that zombies have managed to make a big impact in  tabletop roleplaying.  If you read my  article often, then you will no doubt know I have something of passion (or  maybe bad habit) for trying to put monsters that I feel have been marginalized  back into the spotlight.  And those of  you who have been playing D&D (or really just about any tabletop  roleplaying game with even a hint of sci-fi, fantasy, or horror elements) for  any amount of time know zombies really don't need the help.
      
                Most of  us, in fact if I were a bold betting man, I might dare to wager all of us, have used zombies as monsters  in our game or are planning on doing so soon.   And if you’re anything like me, the actual at-the-table experience  probably didn't quite match up to the vision in your head.  After all, zombies are a big enough deal to  be headline movie villains, but, as  Alex explained yesterday, in D&D zombies are grunt monsters, mindless  treasure guardians or minions putting their cold, expendable bodies between the  PCs and the “real bad guy.”  This is fine  sometimes (okay most of the time),  when we would rather focus our attention on the necromancer or ancient shrine  which the zombies so perfectly complement.   Other times however, we want the zombie headliners that fill seats at horror/thriller  movies.  So in pursuit of this lofty goal,  let's talk a little bit about getting the most out of your zombies.
      
Zombies
      
                There  are a lot of different schools of thought about what exactly makes a good  zombie (again, some of this was also discussed in yesterday’s Dark Designs).  For that matter, there are a lot of hard-line  opinions out there on just what makes a zombie in the first place.  Naturally, there's just about a limitless  number of ways to sub-divide and categorize the walking dead, and we just plain  don't have time to do it here.  So I'll  keep it simple for you.  As basically any  zombie geek will tell you, all zombies fall into one of two categories: Fast or  Slow.  I'm not going to take a stand on  which kind of zombie is better; both sides have their merits, and both can  create a genuine zombie experiences at the table.  The difference, apart from the obvious discrepancy  in speed, is largely in the application: fast zombies are there to scare you,  while slow zombies are there to be scary.   Now, it might sound a little like that’s the same thing, so let me  clarify.  
      
                Fast  zombies scare you.  They shock you; they  move rapidly and have great force behind their movements.  They inspire that adrenaline kind of fear,  like when you're walking a calm street and suddenly you hear a car backfire, or  like when a lunatic runs at you waving a lead pipe.  These kinds of zombies are perfect for  action-driven horror/thriller-type scenarios.   They serve a double purpose, inspiring dread at what might suddenly come  rushing out of the silence to accost our heroes.  Regardless of whether you intend your players  to be fighting off hordes of undead or running for their lives from a dozen or  so screaming animated bodies, fast zombies are the way to go for the intense,  high octane, thrill-seeking D&D group.   
      
                Meanwhile,  it is the job of the slow zombie to be scary.   They fill you with a sense of dread, of impending doom.  They bring about that creepy, bone-chilling  sense of helplessness and despair, like when you hear news of an encroaching  forest fire growing steadily closer to your home and family despite the efforts  of a veritable legion of fire fighters, or like the unnerving laughter of lunatic  as he patiently crosses the parking lot softly tapping a heavy lead pipe  against his palm.  These zombies are a  dramatic scene, probably the adventure climax.   Their punch comes from your ability to instill a sense of wrongness (which  shouldn't be hard; after all, there are corpses up and walking).  Traditionally these monsters cannot be  killed, though that may not be entirely appropriate to your game; I'll leave  that up to you.  Regardless, combat  should not be the major focus of the slow zombie, making them perfect to be the  climactic scene in a suspenseful mystery-type adventure. 
      
                Before  you set out to make an adventure with a zombie focus, you should choose one of  those major zombie archetypes to be the focus of your story.  While one could include both slow zombies and  fast zombies, it tends to ruin the effectiveness of both types and I wouldn’t  recommend trying it.  If you can't decide  on a type of zombie you like, it might help to consider that the pace of game  roughly corresponds to the type of zombie, with fast zombies making for quick-paced  and exciting games, while slow zombies tend to be better suited towards more  gradual and dramatic games.
      
                Once  you've picked your basic archetype, it’s time to start putting together the  details of your adventure, starting with the star of the show: your  zombies.  Fast or slow zombies can still  vary wildly in the details.  For instance,  you should consider their origin: how did they become zombies?  Whether it’s a mysterious curse, an alien  virus, or even just plain old-fashioned necromancy, where your zombies come  from matters.  It provides important  flavor information for your players, who will no doubt be curious, and it helps  set the general tone of what your adventure is all about.  As long as we're considering origins, why not  take a look at what your zombies had been in life?  While this will prove exceptionally more  important to the slow zombie adventures, adding another lair of drama and  possibly playing a major role in the larger adventure, fast zombie guys should  not overlook the importance of what your zombies had once been; after all, why  limit yourself to simple human zombies when you could have the maddened and  mindless corpses of, say, ettins bursting through mausoleum walls.  
      
                Next,  decide on any cool powers you want your zombies to have.  This is especially important for people who  need to advance their zombies in order to make them a credible threat to the  PCs.  Be sure you keep things fun and  fair; while it can be tempting to make zombies unkillable, I know from experience  that such foes often prove to be more frustrating than interesting to the  players who actually have to fight those monstrosities.  On the other hand, zombies that repeatedly raise  a short time after being killed can make for one heck of an adventure.  Speaking of an adventure, you will need one in addition to cool, well-thought-out  zombies; thankfully, zombies can be fit into many different types of adventures,  so long as they have room for a little walking dead-inspired horror.  
      
Well that's it for this week’s Grave Plots. I hope you found the preceding helpful in preparing for your next zombie-filled adventure. Until next time, allow me to wish you all the best in your gaming endeavors.