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Parable of the Sower

August 23, 1999 in Articles


First things first: Kevin Nunn dropped me a line to point out Robocop
as an excellent source of the trade-off between power and personal freedom
(see last month’s column). Given that Robocop is one of my favorite
movies, I was a little embarrassed to have forgotten to point out such an
excellent source for GMs. Thanks for the heads up, Kevin. Now, on with this
month’s column.


Apocalyptic gaming has remained the red-headed stepchild of gaming genres:
it’s been there since the beginning, but it has never had a successful title
as has fantasy, SF, or cyberpunk. The key is that the apocalypse in and of
itself really isn’t enough to support a quality game world. There’s a couple
of things most every apocalyptic game world has in common:


  • Society is fragmented and unable to protect its members.
  • Supplies are scarce and basic survival is not a given.
  • The modern civilization has left behind a series of ruins full of danger
    and powerful artifacts.
  • Weird mutations have introduced a host of bizarre new creatures.

Those four points can pretty much be found in almost ANY game setting.
There’s nothing there that’s unique to post-apocalyptic gaming. Most every
fantasy setting has some sort of lost ancient civilization. If society was
able to protect the characters, then they wouldn’t have much danger to deal
with. And just about every game uses magic, weird science, or some other
gizmo to give the players funny looking beasties to blow holes in. When you
come right down to it, post-apocalyptic gaming boils down to a different
background than other games: before your character was born a lot of stuff
went ka-blooie. That’s about it. That doesn’t mean that post-apocalyptic
gaming has to stay dull, however. This scenario has been used in quite a few
SF novels. By looking at one of the most effective ones, we can learn a lot
about how to construct a refreshing end of the world game.


There’s two different ways that you can end the world: with a bang, and with
a whimper. Almost every game goes for the bang scenario. Let the nukes fly
so we can get on with the five headed mutants that gamers love to gun down!
Well, I honestly don’t see much difference between most apocalyptic mutants
and fantasy beasties. Both look weird and both want to threaten humanity’s
fragile existence. There’s not enough of a difference there to really make a
compelling game. So, why not go the opposite way? Let’s end the world with a
whimper.


In Octavia Butler’s Parable of the Sower, society is crumbling. The
divide between rich and poor has become a gaping chasm. Cities (not just the
inner city, but any urban area) are now overrun with homeless drug addicts
and ultraviolent criminals. Those few who can eke out a somewhat civilized
existence huddle together within walled communities, living off of
subsistence farming and venturing outside of the walls only under the most
pressing circumstances. Most communities are little more than fragile
islands in a sea of chaos. Police and fire departments charge exorbitant
fees for their services, leaving only the rich able to afford services that
were once considered essential. Society has collapsed for all but the upper
class. For everyone else, civilization is rapidly becoming a distant, fondly
remembered bit of nostalgia.


Into this uncertain world steps Lauren Olamina, a young woman who possesses
maturity and foresight far beyond her years. Parable of the Sower
follows Lauren as she is forced out of her walled community and propelled
into a quest for survival. But Lauren’s quest isn’t simply one of survival.
Convinced that society is fundamentally sick, Lauren conceives of a new
religion called Earthseed. Earthseed is a product of its environment. Lauren
preaches that hard work and foresight rather than prayer and blind faith are
needed now. Lauren hopes to find a safe spot to build a tiny community where
Earthseed can take root and flourish.


What makes Parable of the Sower so effective is that the remnants of
society as we know it are still visible. The police are still there, but you
have to have cash in order to get any help out of them. You can still go to
the local market and buy food, toilet paper, and soap, but you had better be
ready to pay ultrainflated prices. Even if you have the money to buy
anything, there’s no guarantee that you can hold on to what you have. This
intersection of barbarism with our modern culture yields an effective
setting. One minute, you’re buying a sleeping bag at Sears. The next, you’re
fighting a running gun battle with a mob of drug addled psychopaths. This
should be a key point in your game. Take pains to relate the slow spiral of
decay to your players. Relate events to their everyday lives, frame items
and locations in a context that speaks to their knowledge of modern America.
A burnt out ruin shouldn’t be anonymous wreckage. Describe it as the remains
of a McDonald’s franchise. Use what you see in everyday life to fill in the
details and ram home the point that the players are adventuring in a
familiar setting gone horribly wrong. Think of the typical RPG setting and
turn it on its head. Often, games are set in an era that sees ignorance and
the unknown pushed back as civilization expands. In Parable of the
Sower
, civilization is wiped away to reveal the barbarism and anarchy
that always lurked beneath it, ready to break out.


Any modern era game can use such a setting for a campaign, from Unknown
Armies
to Werewolf: The Apocalypse. The advantage here is that
with the collapse of society there’s no central authority to get in the way
of any campaign plans your may have. The downside is that there’s no central
authority to get in the way of any campaign plans you may have. Yup, you
read that correctly. You now have a lot of freedom to come up with stories,
but on the flip side you also lose one of the most important story tools to
keep characters in line: the social repercussions of destructive behavior.
In a world gone mad, barbarism and brutality are the norm. If everyone else
is doing it, what’s to stop your characters from joining in? This is where
story goals come into play. In Parable of the Sower, Lauren Olamina
has her dream of a successful Earthseed colony. Obviously, dead men can’t
join religions, so violence isn’t the best way to gain recruits. Similarly,
you’ll need a story arc that gives focus to your game beyond blowing up
people, places, and things. The first place you can look for info is the
first Idea Mine. That article deals with gaming in a world overrun by hordes
of zombies. The basic ideas presented there work in a setting inspired by
Butler’s work, just without the zombies.


A more interesting story line to follow, though, is one that mirrors
Lauren’s struggle to form a new community. Rather than create a physical
challenge for the players, give them a social and spiritual one. There’s a
lot of roleplaying potential here. Can the characters recruit people to join
them? Can they convince the residents of the small town that they’re
journeying through that they are simple travelers and not psychotic drug
addicts? One of the major hurdles facing Lauren is that no one can afford to
trust her. On the other hand, allies and friends are worth their weight in
gold in a world gone mad. By giving others reasons to trust her, Lauren
quickly gains allies on her journey. A gun may be nice in a hostile world,
but a trusted companion or two is much more likely to help you survive. This
should be a major theme of your post-apocalypse game and can help
differentiate it from other gaming genres. Instead of busting heads and
racking up combat skill points, your characters would be much better served
by talking things out and gaining allies.


There’s another major point in Butler’s setting that deserves mention: what
little authority remains is hostile at best and dangerous at worst. With
civilization falling apart, there’s no one around to police the policemen.
Civil rights are a distant memory, and cops are often no better than
legitimized thugs and bandits. This corruption of authority also spreads to
corporations. In Parable of the Sower, slavery has started to make a
comeback in the US. Workers are often forced to pay exorbitant prices for
food and shelter at company run stores. When they eventually slide into
debt, employees are forced by law to work off their ever increasing debt to
their employer. As anarchy rises, the remaining bastions of order view any
freedom as a threat. The collapse of society has created a fascist backlash
amongst those who still wield any power. This can quickly become a major
complicating factor in your characters’ lives and gives you a ready made
source for antagonists.


Finally, you should add a twist to character creation in order to create
fully fleshed out characters. Have each player create a normal, modern day
person. Then, add the skills and stat modifiers that you feel reflect the
character’s experiences as society collapsed. This helps to define
characters along an important divide: all of them were different people
before society collapsed. It also helps create believable characters. Most
people will not have survival or combat skills. These only become important
with the collapse of society. By limiting your players’ skill selection, you
can highlight the theme of everyday people trying to survive in a suddenly
hostile world.


Post-apocalyptic gaming does not have to mean funny looking mutants and
death rays. Societies collapsed in the past without the aid of nuclear
weapons. A non-nuclear, slow decay of society scenario can be far more
challenging than the typical nukes and mutants game. Call of Cthulhu
is so effective because the characters in that game are ordinary people
facing extraordinary circumstances. The same thing is true in a game set
during society’s dying whimper. Put down Ethelred the 10th level warrior and
try playing Myron Smith, a lowly accountant now trying desperately to pull
his friends through the death of civilization. The change may do you good.

When Zombies Attack

April 28, 1999 in Articles

Ever since George Romero’s groundbreaking NIGHT OF THE LIVING DEAD was released in the late 60′s, zombies have held a special place in horror film history. Romero followed up this breakthrough film with the equally impressive DAWN OF THE DEAD, a film which ignited a horde of imitators. The zombie film as role playing game combines two of the hottest genres around: apocalyptic gaming and horror gaming. Not only are the zombies terrifying creatures, but in most films their arrival is associated with a general collapse of society as government proves incapable of protecting its citizens. When great-grandma Edith shows up to eat your brain, the first guy to the gun shop is most likely to live. Law and order be damned.

What we have here are the basic elements of a good story: there’s plenty of opportunity for conflict and motivated folks (read: the characters) have a chance to make a real difference in the world.

Researching the Subject

The best way to get a zombie apocalypse game going is to sit down and watch a few films. For the purposes of this article, I’m going to focus on NIGHT OF THE LIVING DEAD and DAWN OF THE DEAD. These films are superior zombie films not only for their sheer horror and suspense but because George Romero also focused on the conflicts between his human characters, a necessary ingredient if you don’t want a game set in this genre to devolve into endless die rolls as characters hunt and kill zombies.

I Was a Teenage Zombie (and Here Are the Game Stats to Prove It)

Here’s what we know about zombies from NIGHT and DAWN:

  • Zombies hunger for human flesh. They will shamble towards humans on sight and will continue to attack until destroyed or their prey escapes.
  • Zombies have elevated strength. They are able to tear flesh from their prey with both their teeth and hands.
  • Zombies have extremely limited cognitive ability. They have no capability to plan attacks or predict human actions. They tend to move towards the last spot they saw a living human and are determined pursuers.
  • Zombies can only be destroyed by massive head trauma, such as a gun shot or bludgeon to the head. Zombies will ignore all pain, though of course blowing off their limbs might make them a little less effective.
  • Any human bitten by a zombie will die and arise as one of the walking dead within 72 hours after the wound was inflicted. At the GM’s option, the human will not perish if the wounded limb is amputated up to 10 minutes after the human is wounded. Yup, you’re out of luck if you get a bit on your head or torso.
  • Any human who dies with his brain intact, no matter what the cause, will arise as a zombie within 6 hours of death.

Translating This into Game Stats

First, don’t try working out stats for every zombie in town. There’s going to be thousands of the critters all over the place. Instead, keep a rough count of how many are after the players. Any successful attack is a head shot. Most games treat shots to the head as called shots and penalize them, but zombies don’t make any effort to shield their heads from harm. Also, their slow, jerky movements make them easy targets.

The Meat of the Issue

Zombies don’t make great villains. The zombies are more of a plot device than anything else. They just shamble around looking for food. Horrifying, yes. Dramatically satisfying, no. Your human characters are what will make this sort of game entertaining. So who do we call on to provide drama and tension? Good old reliable humanity

In the zombie apocalypse, only the strong survive. At least, that’s how a lot of people feel in Romero’s films. The characters could easily go that route, scrounging for food, ammo, and secure shelter while duking it out with anyone who gets in their way. Or maybe they’re in the army, or they’re cops, and they feel some sense of duty to protect and serve even as society collapses. Maybe their sense of duty is magnified as people need protection now more than ever. There’s a lot of story goals you can use. Here’s a few examples:

  • Survival Uber Alles

    With anarchy in full swing, it’s every man for himself. In this case, the characters have pretty much given up on civilization. If they want to survive, they’re going to do it on their own. The characters may strive to build something out of the wreckage of society, a community to weather the zombie storm. Or perhaps the characters give up on society all together and simply seek an isolated place to eke out a living on their own. Whatever the case, they’ll face a lot of challenges. The government may actively round up anyone not in a refugee camp, especially if martial law is declared. Remember that a lot of other people will seek the same resources and hideouts as the characters. Sure, everyone may want to get along, but if there aren’t enough bullets/guns/cans of Spam to go around, things will get ugly, fast. A major theme in both Romero films is the fundamentally selfish and destructive nature of man. Nobody can get along as it is. With the zombies around, things are only worse.
  • Serve and Protect

    In this story line, the characters are members of an organization, typically governmental, that existed before the rise of the zombies. Not only do the players have to watch out for themselves, but now they have to worry about saving others. There’s a lot of potential here for dramatic conflict. Perhaps the organziation that the characters work for is riddled with incompetence. Maybe politicians bicker and squabble while the zombies claim more victims, or the soldiers that are supposed to be evacuating the ‘burbs are too busy looting downtown. Keep in mind that protecting the defenseless does not necessarily mean the party has to wade into the fray both guns blazing. They could be relief workers, doctors at a hospital swamped with casualties, or the leaders of a small town trying desperately to come up with a plan to avert disaster. Take any real world occupation, add the zombie problem, and think of story lines that would logically follow.
  • Rip Sh!t Up

    The ultimate beer and pretzels game. Pick your poison: outlaw bikers finally given the chance to act out Mad Max; suburban middle managers gone postal; religious cultists reveling in the apocalypse that finally decided to show up. Play it up for laughs, as the players abuse zombies and beat on other equally maladjusted survivors. The biker gang from the finale of DAWN is the perfect template for this sort of game. Shoot zombies. Loot malls. Dust off that copy of Car Wars and run down the zombies that ate Midville. Whoever gets overwhelmed and eaten with the most stuff stuck in their pockets wins!

Rules to Use

There’s a lot of games that are easily adaptable to a zombie movie game. GURPS works wonderfully with the genre no matter what slant you put on it. Call of Cthulhu is good for those GMs that want to emphasize horror over wanton destruction and character conflict. My personal favorite, especailly for a dramatic zombie game, is Unknown Armies. What makes UA good for a zombie game is its insanity rules, which give guidelines for insanity caused by isolation or self-doubt. The zombies themselves are not necessarily terrifying a la Call of Cthulhu. It’s the situations they force people into that tend to produce stress and strain. In both NIGHT and DAWN, the main characters have more problems dealing with the social and psychological reprecussions of the zombie menace than fear of the zombies themselves. Whatever set you use, I’d suggest going with a cinematic, rules light approach. The action in both NIGHT and DAWN is fast and furious. Don’t ruin the feel of the movies by getting mired down in complex rules.

Starting Your Game

This is where basing a game on a movie really plays off. Instead of sitting your players down and explaining what’s going on, set aside your first gaming session for a little work in film studies. I would suggest that you work with your players to figure out what tone you want the game to have. Run the game types I detailed above by them and see which one really catches their interest. Now, create characters and immediately put them aside. With their characters in mind, it’s time for your players to watch NIGHT OF THE LIVING DEAD and DAWN OF THE DEAD. If you don’t have time to watch both, I’d suggest DAWN, since the story is a bit grander in scale and thus gives a bit better big picture view of a zombie-infested world. At the end of the movie, your campaign is ready to roll. The players have a good idea about what’s going on, and, if they have any taste in horror movies, they’re pumped up to start kicking zombie butt. This is why movies are a great resource for campaigns. They immerse your players and set them up perfectly for your own masterpiece. So get out there, watch some zombie movies, and make your own unique mark on the genre.

Just remember, always shoot for the head!

Resources

  • http://www.homepageofthedead.com

    Gives a good overview of Romero’s zombie trilogy. A wealth of fan fiction gives GMs plenty of inspiration. In particular, the piece titled FM-101-97 makes a great hand out for in-game use.
  • http://www2.gol.com/users/noman/

    Features amusing write-ups of some of the zombies from DAWN OF THE DEAD. A good resource for those looking to add a humorous slant to their zombie game.