Monday, October 19, 2026

Zomblandia; A The Game of the Living Dead

The Game

A group of strangers find themselves together at the Roosevelt Mall after the Zombie-Apocalypse. 

The group has gathered in the ill-smelling food court after blocking all(?) the doors into the mall, but those improvised barricades won't last forever as more and more of the undead gather in the press.

 There's a rumor that the government has established a safe compound in Florida, in a fortified Universal Studio theme park. 

Only problem is the PCs are stuck in this Mall, and the Zombie Apocalypse happened a few days ago. The outside world is crawling with ravenous revenants eager to begin a brain binge.

All seems lost. But maybe, just maybe, this hardy band unexpectedly skilled in improvisational armed combat can figure a way between them, from what they each know. 

But each of them has secrets they don't want the world to know. 

And each of them has an agenda they absolutely do not want the world to know. 

And each of them knows that to be bitten by a Zombie is very bad news indeed.

How will these people survive as their personal stress levels begin climbing? Will they keep their cool? Will they be able to stay alive?

The Game World

The game will play out in the familiar territory of Long Island, with action scenes set in various towns along the way.

The Game System

The game uses the popular and easy to learn second edition Alien RPG rules. 

Each PC has four attributes, each linked with three skills. To make a test, the player announces what they want to do, the GM tells them the skill roll needed, the player totals the skill and the associated attribute numbers and rolls that many dice. '6's are successes. One success is all you need, more often (but not always) grant bonuses of some sort.

Stress

As the stress level builds for a character, they add that number of Stress dice to the dice pool when testing. '6's still grant successes, but '1's trigger a stress response. Stress  responses will impose penalties to future rolls, and may cause a player to have to reveal one of their characters' secrets in a role-playing manner.

Secrets and Agendas

Each character will have a number of secrets that will show them in a lesser light to the others. During play, players may be compelled by stress responses to reveal these. The revelation should present a fine RP possibility.

Each character also has a secret agenda which they should not reveal at all, but should guide the player when acting as their character.