Zombie LARP: the story so far…

Less a plot, more of a series of increasingly tenuous excuses to continue running the game.

Zombie: The First Incident. Come work for the Bioflex Corporation. Emmerson and Kramer are Good Men. Zombie: The Second Incident. Please come back to work for the Bioflex Corporation! Nothing can go wrong this time!
Cult. Felicity Rowan takes on the world with a an army of zombies and hooded lunatics. Zombie 4 – The Quick and the Dead. The closed staircase, the cryptic runes, and everyone getting killed.
Zombie CHAOS. The summoning rituals, a chainsaw duel, and the zombie birthday party. Zombie VI: Better the Devil. The Bioflex share price, the Believers, scientists in peril, tarot cards, Thunderdome, and the Hand of Glory.
Zombie VII: Payday. The Black Knight, the screamer webs, the killteam, the Damocles Protocol, and the zero run. Zombie LARP: Nightmare. The keycard and the fireaxe. Masked nightmares who won’t leave you alone.
Shunt Zombie LARP @ Shunt. Two hours, inside a big machine, inside a club, in a warehouse, on New Year’s Eve. Zombie LARP: Evolution. The energy drinks and the zombie strains.
Gamecamp Zombie, FPS style - credit Simon Roth Zombie LARP @ Gamecamp 2011. Brief, brutal, spontaneous Zombie LARP at a gaming unconference. Zombie LARP: Station Zero. The Mall, the combination locks, the riddles, and the Red Leech.
Santa Zombie LARP: You’d Better Watch Out. Hee, hee, hee! Cheery Flexmas, one and all!  ???  What’s next? White noise…