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View Full Version : [Zombies] Need help on this LARP project


Crayne
05-10-2006, 04:43 AM
What I want to do is rent out a barn somewhere in the middle of nowhere. Preferably as decrepit as possible.

I want a maximum of 10 players inside, barbequeing and partying their asses off. And I want 30-50 people prepped and propped as zombies, waiting to eat ten delicious brains.

Then I want to start the game at midnight and see how long they can hold out.

What I need is practical suggestions to make this work with the bare minimum of reality intruding on the game. I need ideas for complications (like cutting the power suddenly and having the players try to restore it by reaching the generator that's conveniently situated about 100 yards from the barn) and ideas on how to pull this off logistically.

I plan to construct safe versions of garden tools, powertools etc.. that can be used to assault zombies.

Mechanics don't really enter into the whole thing. The zombies will get instructions to react to blows from the weaponry and to press on relentlessly for as long as makes sense (when a zombie's been struck repeatedly with a gardenhoe, especially to the head, I figure he should drop to the ground twitching, possibly still crawling). The players meanwhile, will get the instructions to only use the safe weaponry when fighting zombies and to indulge in the subplots written for them (which will of course involve lots of emotional hangups, as characters in survival horror movies are wont to have.)

I have access to a professional make-up artist who's expressed interest in the project and I plan on getting camera's following the zombies and the players inside the barn to record what happens.

So, if you have any interesting ideas to contribute, please do.

Pope Nag
05-10-2006, 05:21 AM
I talked about a project much like this a while ago with a friend - she wanted to do a Resident Evil type of thing. So, random ideas:

- Not sure wether you're basing this in the 'real' world or not, but SWAT teams shooting up folk indiscriminately are a must. Of course, bringing guns into the game complicates things horrendously, so maybe they're an outside threat, or a neutral, uncaring force the players can only communicate with by radio? Try to talk down an approaching assault while being swamped with zombies adds to the stress rather nicely!

- What happens if a player is bitten/killed? Does he turn? If your make-up artist friend is up for it, perhaps you could have dead players come back as zombies. The other players are sure to recognise them, which would be doubly cool.

- Players in a horror larp will often react 'for real' to the threats. I'd say you have to expect your players barricading the barn in earnest, so make sure you have a plan to cover that. The zombies can't actually go around breaking windows to get in, afterall. Tied to that, be careful around fires and bbq's. You know that, obviously, but it bears saying.

- Will you be telling the players what to expect? If it were me, I'd love to simply leave them in the dark about it, with them thinking it will be a 'regular' larp, set at a party. When the first zombies arrive, the shock will be greater.

- Complications: betrayal, bitten survivors, a threat from INSIDE the house (zombies in the basement? Who would have thought?; but most of all: darkness. Cut the power, and give them flashlights, if that. I played in a CoC larp at night, where all we had was candles and a single oil lamp. No-one but NO-ONE wants to go down into the dark cellar with just a candle for light. Obviously, you need some light so people don't break their legs falling over stuff, but the darker, the better.

- The more zombies, the better, but it's probably most fair if you think up a gameplan for the zeds beforehand. 50 people rushing an open door would mean a quick end for the survivors, and that's just no fun. I'd advice 'scripting' the zombie assault, like you would a movie. having the survivors perring out a window and seeing a shambling horde approaching at just the right time, for example is priceless. One or two zombies breaking through and attacking from behind is far more terrifying than a complete horde smashing their way inside.

- the players need reasons to go outside every now and then. Perhaps a survivor could come from the outside with a possibility for escape? You already mentioned the generator, which is an ecellent idea. or someone or something goes missing, prompting a rescue party? Knowing players, it would need to be absolutely vital, but perhaps it can be done.

- A radio that's playing at the party suddenly turns to static? Someone at the party goes for a smoke, or something, and never comes back. Unsettling foreshadowing!

- Should you need (more) zombies for the horde, just shout. I'd love to help - but then who wouldn't?

Eggwhite
05-10-2006, 05:35 AM
I had ideas for something similar a while back, but have never managed to get organised enough to do anything with it. Part of my plan for keeping things interesting was to actually have one major location and two minor locations...

The major location is the house (or in your case, barn) and is the main focus for the PCs because it has space to house them all and perhaps a supply of food or water.

The first minor location is the generator shed. Because generators are noisy, this is a reasonable distance from the house, with an overhead cable from the shed to the house. This shed would be small enough that only a couple of people could fit in it with the generator. At a stretch, this could be replaced by a kind of hut around a generator.

The second minor location is a toolshed, a short way from either of the other two locations. This is where all of the things that might be useful (powertools, boards for barricades, etc) are stored. Again, it's only big enough to house a couple of people.

Basically, this leaves you with two other places that serve a purpose and may need to be visited occasionally, resulting in people having to leave the relative safety of the main location and return safely.

Craig Oxbrow
05-10-2006, 05:37 AM
- Will you be telling the players what to expect? If it were me, I'd love to simply leave them in the dark about it, with them thinking it will be a 'regular' larp, set at a party. When the first zombies arrive, the shock will be greater.
The danger here is that someone won't be up for the bait and switch, and will be pissed off that their "mystery party with some supernatural elements" game was invaded by zombies, killing the mood entirely as they complain out of character.

Pope Nag
05-10-2006, 06:11 AM
The danger here is that someone won't be up for the bait and switch, and will be pissed off that their "mystery party with some supernatural elements" game was invaded by zombies, killing the mood entirely as they complain out of character.

True, much like in a tabletop game. Personally, I wouldn't mind so much (I'd be too busy running like mad to complain), but I can well imagine someone having a problem with it.

Crayne
05-10-2006, 06:11 AM
- Not sure wether you're basing this in the 'real' world or not, but SWAT teams shooting up folk indiscriminately are a must. Of course, bringing guns into the game complicates things horrendously, so maybe they're an outside threat, or a neutral, uncaring force the players can only communicate with by radio? Try to talk down an approaching assault while being swamped with zombies adds to the stress rather nicely!

Well, the idea here is that they are out in the country, so no SWAT or firearms (since I'd be setting the game in contemporary Holland). I might have a cop show up though, pounding on the barndoor, hoping to get in. :)

- What happens if a player is bitten/killed? Does he turn? If your make-up artist friend is up for it, perhaps you could have dead players come back as zombies. The other players are sure to recognise them, which would be doubly cool.

Of course players who are bitten turn. ;)

- Players in a horror larp will often react 'for real' to the threats. I'd say you have to expect your players barricading the barn in earnest, so make sure you have a plan to cover that. The zombies can't actually go around breaking windows to get in, afterall. Tied to that, be careful around fires and bbq's. You know that, obviously, but it bears saying.

I don't believe in cuddling players to death. The LARP would be 18+ and insurance waivers would have to be signed. But most LARPers can be trusted to know that fire is hot and unpleasant when applied to flesh or worn clothing. As for the zombies getting inside, I plan to make things as safe as possible, but encourage players to barricade the barn and zombies to tear those obstructions down if possible.

Of course, I'd make sure there was no glass in the windows, a minor conceit to immersion needed to avoid overly realistic bleeding on any participant's account.

- Will you be telling the players what to expect? If it were me, I'd love to simply leave them in the dark about it, with them thinking it will be a 'regular' larp, set at a party. When the first zombies arrive, the shock will be greater.

Debating this. I'm not worried about people complaining, but this kind of information has a tendency to get out anyway. We'll see.

- Complications: betrayal, bitten survivors, a threat from INSIDE the house (zombies in the basement? Who would have thought?; but most of all: darkness. Cut the power, and give them flashlights, if that. I played in a CoC larp at night, where all we had was candles and a single oil lamp. No-one but NO-ONE wants to go down into the dark cellar with just a candle for light. Obviously, you need some light so people don't break their legs falling over stuff, but the darker, the better.

I do intend to sneak some NPCs among the players, who can be used to incite certain stupid behaviour if things are too quiet, die horribly for demonstrative purposes and for other assorted tasks.

- The more zombies, the better, but it's probably most fair if you think up a gameplan for the zeds beforehand. 50 people rushing an open door would mean a quick end for the survivors, and that's just no fun. I'd advice 'scripting' the zombie assault, like you would a movie. having the survivors perring out a window and seeing a shambling horde approaching at just the right time, for example is priceless. One or two zombies breaking through and attacking from behind is far more terrifying than a complete horde smashing their way inside.

Oh, I wasn't planning on just telling 50 zombies to have a bit of fun. There would be a certain organization to the zombies and not all 50 of them need to be in the fray at the same time. I will be needing a few assistant Zombie handlers of course.

- the players need reasons to go outside every now and then. Perhaps a survivor could come from the outside with a possibility for escape? You already mentioned the generator, which is an ecellent idea. or someone or something goes missing, prompting a rescue party? Knowing players, it would need to be absolutely vital, but perhaps it can be done.

Oh, I'm sure there's ways of getting them to leave the barn. Especially if there's a zombie or two that's managed to work its way inside. :p

- A radio that's playing at the party suddenly turns to static? Someone at the party goes for a smoke, or something, and never comes back. Unsettling foreshadowing!

I like the radio idea for atmosphere. Not sure on how to do it exactly, but I'll think about it. Perhaps a prerecorded audio CD or an internet stream...

- Should you need (more) zombies for the horde, just shout. I'd love to help - but then who wouldn't?

Everybody loves zombies. ;)

Crayne
05-10-2006, 06:14 AM
The second minor location is a toolshed, a short way from either of the other two locations. This is where all of the things that might be useful (powertools, boards for barricades, etc) are stored. Again, it's only big enough to house a couple of people.

I'd initially figured the tools to be in the barn, but the tool shed would add another nice complication to the group's problems. :)

I'd also add an outhouse, but I figure relieving yourself is not the first thing on your mind when faced with a decaying corpse hellbent on devouring your flesh. Of course, it usually is the first thing to happen, but it's probably not the first thing on their minds. :D

Pope Nag
05-10-2006, 06:40 AM
Of course players who are bitten turn. ;)

All is right with the world, then. Carry on. :)


I plan to make things as safe as possible, but encourage players to barricade the barn and zombies to tear those obstructions down if possible.

Obviously, most of these things are down to common sense. And it's not like they'll have boards and nails ready at the start, anyway. (although a few big wooden boards in the toolshed is another great reason to go outside and be eaten!)
However, in the CoC larp I mentioned, some of the characters managed to get away from Nyarlathothep by locking themselves in the toilet. While that was extremely hilarious, it was a bit weird to see a Great Old One stopped by a toiletdoor. With zombies, of course, that's less of an issue.


Zombie handlers
Rise, my minions! Riiiiiise!

Erm, sorry.

Torosk
05-10-2006, 05:42 PM
First off, let me say this sounds like a lot of fun! I'm considering doing much the same thing some weekend in October this year. Things we have in mind:

Cutting the power after dark (knocking off the circuit breakers, requiring the quest to restore power)

Flashlights with mostly drained batteries (leading to frantic hammering of the flashlights to make them work... just... a ... little... longer...)

Radio announcements (Empty radio case with a walkie talkie inside, the GM controls the other walkie talkie and uses it for broadcasts)

TV stuff (The extras in the new version of Dawn of the Dead would be great)

Boffer weapons (shovel, hoe, chainsaw, baseball bat, butcher knife)

Cap guns (with limited ammo) and beanbags (not ideal, but it works)

Zombies (with appropriate costuming and makeup)

We too are planning it as mostly a surprise to spring on a group of LARPer friends, but with a few folks in on the planning and execution. I would love to see this thread become a think tank on how to pull off these events!

Good luck with yours!

Pope Nag
05-11-2006, 12:40 AM
Flashlights with mostly drained batteries (leading to frantic hammering of the flashlights to make them work... just... a ... little... longer...)

Oh, now that's just evil. :)

Crayne
05-11-2006, 12:43 AM
The problems I see are mostly in the logistics department. You need a good team of 'handlers' to pull something like this off, almost like a military operation. You need to know who is where, doing what and with what purpose, so you can anticipate the players' moves and direct your zombies to give them the best play experience.

It's no fun when you're stealthily leaving the hideout to go restore power and no one stops you because the zombies are all goofing off somewhere else...

Crayne
05-11-2006, 12:44 AM
Oh, now that's just evil. :)

As long as you latex those MagLites, it should be fine, right?

cnath
05-11-2006, 08:11 AM
Boffer weapons (shovel, hoe, chainsaw, baseball bat, butcher knife) Having these in a shed or in another part of the barn where the players wouldn't see them would also help if you didnt' want the players to know what was going to be happening ahead of time.

Cap guns (with limited ammo) and beanbags (not ideal, but it works) Beanbags would have the advantage that zombies would only have to fall "dead" from headshots if you wanted to play it that way. :)

Pope Nag
05-11-2006, 11:26 AM
This may be a hugely impractical idea, but when some friends and I discussed playing zombies in a fantasy larp, one of the things we wanted to do was detachable limbs. We were going to make latex arms that could be swung like a club, attach them to our shoulders and then at the right moment 'pull off our own arms' to attack unsuspecting victims.

In the end, we ended up playing tinkergnomes, but... well.