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The Zombie Papers
Over the past forty years the zombie has largely supplanted the vampire as the quintessential horror movie monster. But fantasy stories, too, draw inspiration from contemporary themes in mainstream society. Here, Michael Mallon instructs the reader on what lessons fantasy roleplaying can take from the horror genre, what makes zombies in particular so scary, and a few specimens to unleash on unsuspecting PCs.

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Written by Michael Mallon   
Friday, 14 December 2007 12:56

Welcome back, everyone. What follows is the final installment of my research into the walking dead as they pertain to everyone’s favorite tabletop fantasy roleplaying game. In previous chapters we identified the elements of horror zombies exemplify and the rules at your disposal in D&D v3.5 to really bring them to “life” (that joke will never go out of style). Today we’ll apply what we’ve learned to a few of my favorite specimens from cinema, literature and webcomics as well as explore some of the design choices I made while adapting them to the D&D ruleset.

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Part Two: PDF Print E-mail
Written by Michael Mallon   
Wednesday, 07 March 2007 12:52

In the first installment of The Zombie Papers, we analyzed some of the elements in horror; zombie horror, specifically, but applicable to a more general “survival horror;” that zombies are best at. Themes like viral infection, mob violence, and even comparing/contrasting a zombie’s anatomy to that of humans are all useful tools with which you can scare the hell out of your players. This time we’ll be looking at a few of the ways D&D addresses the issue of fear; means within the 3.5 rules to bring your own zombies to “life;” and finally, at our discussion’s conclusion, specimens inspired by movies, books, games and the like will be presented in D&D stats.

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Part One: PDF Print E-mail
Written by Michael Mallon   
Monday, 26 February 2007 12:49

The word means different things to different people. In today’s world, “zombie” is often taken as a metaphor for the nearly mindless white-collar cubicle slave1. In Vodou religion, the word can refer to the hapless, dominated victim of a sorcerer. Many think the whole “the dead rise to consume the flesh of the living” thing was a fresh innovation of the last century, but the Sumerian princess Ishtar first mentioned zombies after being slighted by Gilgamesh2. It seems almost as long as we’ve been writing things down, our dearly departed have been waking up and moaning for a quick bite to eat.

Whatever you call us, be it GMs, DMs or some other M, the best of us draw inspiration from the everyday world around us. It comes as no surprise, then, that when zombies are quickly supplanting Dracula and other iconic characters as the quintessential horror movie monster, the transition should begin to affect our games. Zombies are everywhere: there are comic books, movies, novels, songs, video games and even modeling websites3 incorporating everyone’s favorite dead cannibals. In the 21st century, it seems that Western civilization has zombies on the brain (pun definitely intended).

Here we will discuss numerous topics, starting with an analysis of why zombies are scary and why they work so well in literature and cinema. In a second installment, the “crunchy bits” of Zombie Horror will be explored, including template adaptations of zombies from cinema and literature.

Last Updated on Tuesday, 07 April 2009 12:55
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