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.||Zombie: The Second Incident. Nothing can go wrong this time!|
|Cult. Felicity’s army of lunatics.||Zombie 4 – The Quick and the Dead. Mostly the latter, as it turns out.|
|Zombie CHAOS. Summoning rites, chainsaws, and a birthday party.||Zombie VI: Better the Devil. Bioflex share price, Believers, tarot cards, Thunderdome, and a Hand of Glory.|
|Zombie VII: Payday. Black Knight, screamer webs, killteam, Damocles, and a zero run.||Zombie LARP: Nightmare. Keycard and fireaxe. Masked Nightmares won’t leave you alone.|
|Zombie LARP @ Shunt. Two hours, in a big machine, in a club, in a warehouse, on New Year’s Eve.||Zombie LARP: Evolution. Energy drinks and zombie strains.|
|Zombie LARP @ Gamecamp 2011. Brief, brutal, and spontaneous, at a gaming unconference.||Zombie LARP: Station Zero. Combination locks, riddles, and a Red Leech.|
|Zombie LARP: You’d Better Watch Out. Hee, hee, hee! Cheery Flexmas!||Zombie LARP: White Noise. Drones, Nightmares, strange noises, and Doctor Baxter’s claw.|