[Dead of Night] 28 Days Later

Andrew Kenrick's picture

Following on from a post by Yokiboy over on the Steampower forums, and in preparation for Conception in February, I've been dissecting and recreating my favourite horror movie, 28 Days Later, for Dead of Night.

28 Days Later is about the aftermath of an apocalypse brought on by a plague that turned the populace into "infected" - essentially zombies. The core of the film is how the survivors deal with the problem of surviving, and is essentially a protracted escape to safety.

Escape checks should dominate, as should persuade/dissuade and identify, to handle the day to day problems of survival in a world on the edge.

Actual combat with the Infected (see below) should be kept to a minimum as the plague spreads very quickly through bites and bodily fluids. Therefore Survival Point loss should represent a loss of other things rather than injury: loss of resources, allies and safety; creeping insanity (witness the soldiers); and a gradual diminishing of places to run to.

Tension Points Circumstance (p. 72-73): spent to increase Escape checks and decrease Protect checks. Perhaps also insist that whenever the GM spends Tension he must spend at least 2 or 3, to heighten the sense of calm after a storm (see below).

In addition...

Type of Horror (p. 73-79): Grim Fatalism, with the small potential for a hopeful, if hardly happy ending.

Starting Tension (p. 69-71): surprisingly high - at least 5, maybe higher, to represent the really nasty and tense starting point of finding yourself alone in an abandoned city.

Mood (p. 71): should be very bleak and irrepressible, interspersing scenes of frantic fight and flight, with scenes of emptiness and calm. Limit I did it! and Running with Cliches to heighten the sense of impending doom and decrease the traditional schlock horror approach.

The Infected Mob

Andrew Kenrick's picture

I would do the Infected in one of two ways, each equally valid and interchangeable in a game.

Firstly you could treat the Infected as a mob, which could be used when dealing with a great mass of them. The Infected Mob is pretty much the same as the Mob in DoN (p129), but with the addition of the spawn specialisation and the starvation vulnerability.

Identify 5/Obscure 5
Persuade 4/Dissuade 4/Infectious Bite (as Spawn) 8
Pursue 8/Escape 2
Assault 4/Protect 4/Outnumber the Living (as Legion) 8

Vulnerabilities: starvation

Survival Points: 4

The Infected

Andrew Kenrick's picture

Or you could handle the Infected as a standalone monster, quite different from a common or garden zombie.

Identify 5/Obscure 5
Persuade 2/Dissuade 6/Infectious Bite (as Spawn) 8
Pursue 8/Escape 2
Assault 4/Protect 4/Rage (as Deadly) 8

Vulnerabilities: starvation

Survival Points: 5

I've chosen to model the

Andrew Kenrick's picture

I've chosen to model the plague, Rage, with the Spawn specialisation. This means that only the final Survival Point a character loses represents actual, physical harm. Anything before must be psychological, emotional or some other tangible effect, but not being bitten as to be bitten by the Infected invariably leads to Infection!

The Infected have a high Dissuade to represent the fear they inspire in the living, and a high Pursue as they're both fast and unrelenting!

I actually ran this scenario

Andrew Kenrick's picture

I actually ran this scenario (twice) at Conception. I'll be posting an actual play report later, along with the scenario itself.

It worked really well and captured the tone of the film wonderfully. I'd like to think Tension really helped out.