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Why zombies matter

There's an enthusiastic bunch at Spelens Hus here! They were even up for a late-night Zombie Cinema game, sight unseen, "Ron has it in his bag? Sure, let's try it." The game is maxed at six players and I was turning people away.

The result was an extremely energetic session, occasionally shouty, with vivid characters and plenty of confrontational or reconciliatory moments.

Play wasn't recorded, so the video presentation is just me reflecting on it, and also hoping some of the participants will comment and probably raise objections. It's half an hour, in two parts.

Some of the topics include:

  • A bit of the history of the game, as authored by Eero Tuovinen and physically assembled in my basement at the time
  • The physical nature of the game, including cultural tendencies in interpreting one's first encounter with a marked board and pawns you move around on it
  • Character creation and the purpose/function of characters in this game
  • How our story emerged and how the mechanics played into what occurred in it
  • Observations of enthusiasm, intensity, and social-commentary content in this game as an example of the zombies idiom
  • Thoughts on RPGs as packaged kits with familiar physical components, in general and in reference to Spione

I'm happy to receive questions and comparisons, and I'd really like to know who else has played, especially since the game fell out of sight about a year after its release.

Department: 
Actual Play