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Review of Zombie Master Screen


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Note: This is a re-submission of a review I first submitted just over two years ago. While you can still find it if you happen to have the link, it doesn't show up in searches or the archives and isn't counted in my number of submitted reviews. So, to rectify the situation, here it is once more, re-done in my current review format.



Introduction

The Zombie Master Screen is the GM screen for All Flesh Must Be Eaten, which includes a booklet with a ready-to-play adventure and new rules.

Warning: This review contains spoilers for the adventure included in this product. Please read no further if you are an AFMBE player rather than a GM.



Content

The Screen

First, the basics. The screen includes the following tables:

  • Outcome Table
  • Fear Table
  • Body Armor Table
  • Role of Luck Table
  • Endurance Loss Table
  • Explosive Weapon Table
  • Explosive Damage Table
  • Armor Value and Damage Capacity of Common Objects
  • Targeting Body Parts Table
  • Turn Steps
  • Close Combat Weapons Table
  • Base Modifiers Table
  • Ranged Weapon Table
  • Ranged Combat Modifiers

This screen's selection is superior to that of its fellow Unisystem screen, the WitchCraft Chronicler's Shield, in two respects. First, the Zombie Master Screen simply has more tables (the Endurance Loss, Explosive Weapon, and Explosive Damage tables). And second, because AFMBE requires fewer tables than does WitchCraft, the Zombie Master Screen would cover comparatively more ground even were it identical in content to the WitchCraft screen.


The Booklet

Coffee Break of the Living Dead

One thing I've noticed about horror adventures is that even the best of them seldom feel to me like the horror stories that inspire them. Rather, they end up feeling like different sorts of stories that just happen to share the same elements as the source material. (Masks of Nyarlathotep being one good example.) Well, such is not the case with this adventure. On the contrary, it reads very much like a zombie horror movie script -- and a damn fine one, at that.

Of course, "script" implies "scripted", and that is something this adventure is not. However, PC choices are somewhat limited by the very nature of the premise, making the adventure a good choice for new GMs.

That premise involves just another mind-numbing day at the high-rise office for the PCs. Well, except for the disgruntled former employee -- also a PC -- arriving armed to the teeth to kill them all. And except for the accident at the military research facility nearby that's causing the dead to rise from the grave and devour the living.

After some optional roleplaying of humdrum morning activities, the action really gets started when the PCs -- including the disgruntled loony, who's been having last-minute second thoughts -- end up stuck in an elevator. This proves to be a stroke of luck, because unbeknownst to our heroes, the zombie plague sweeps through the building shortly thereafter. The PCs must escape first from the elevator, then from a building overrun by classic Romero flesh-eating zombies.

Now, as I mentioned, the choices here aren't unlimited. In fact, there are only two basic choices for the PCs to make regarding what they will do. The first involves how to get out of the elevator. If they climb out, they can make it to an open elevator door in the shaft above them and fight their way through the zombie-infested office of a jewelry store chain. If they wait, the elevator cable will break and they'll wind up having to fight their way through the security offices in the basement. Both routes will take them to the emergency stairwell, where their next big choice awaits them: Do they go for the ground floor entrance or the roof? Either holds the possibility for rescue by National Guardsmen or a particularly gruesome death.

My only complaint about the scenario -- and it's a pretty minor one -- is that the setup rewards timidity and indecisiveness and punishes initiative. If the PCs sit tight in the elevator and crash into the basement, they'll end up with guns a-plenty and other useful equipment from the fallen security guards. If they climb to the jewelry office, they'll have to rely on whatever weapons with which they started the game or that they can improvise from a typical office environment. (On the other hand, nobody ever said a zombie plague would be fair…)

This brings up another point: Whether the players use the pregen PCs or create new characters of their own, pay close attention to what sorts of items the PCs have on them before play begins. For example, only two of the six pregens start with guns -- the disgruntled ex-employee and the jeweler. (And that's pretty generous for a group of office workers.) And only three of the six pregens have flashlights of various sizes, which could mean the difference between life and death given the power failure in the building.

Overall, the adventure resembles Night of the Living Dead crossed with Die Hard, and the resolution could lead into the equivalent of either Dawn or Day of the Dead, depending upon how successful the GM wants the zombies to have been so far.

These are just the basic facts of the adventure, however, none of which really do it justice. For what really makes this adventure special, see "STYLE" below.

New Rules

The rules section starts out with two mechanics that first appeared in WitchCraft. The first is the concept of campaign power levels -- Pre-Heroic, Heroic, and Legendary -- and how to adjust the character creation process for them. (The main differences here are that the Mythical campaign level isn't included and that a Pre-Heroic campaign featuring all Norms requires no adjustment at all.) The second is the optional rule for factoring PC intelligence, age, social standing, resources, and campaign level into beginning skill point allotments.

Next up are rules for creating zombie PCs. These are more advanced versions of the rules found in the main rulebook and are identical to those found in Enter the Zombie. Please refer to my review of the latter for my thoughts on the specifics. My only comment here would be that so far, I've only seen one published Deadworld outside of Enter the Zombie for which zombie PCs are appropriate, so applying these rules may require you to either modify an existing Deadworld or else create your own.

Two new Qualities follow, also imported from WitchCraft: Age and Essence Channeling. The former makes a lot of sense for ancient zombie PCs. The latter, however, seems rather pointless, given the fact that no PC powers in either this product or the main rulebook require the use of channeled Essence. (Again, Enter the Zombie includes such powers, but then, it also includes rules for Essence Channeling.)

Finally, the section introduces nine new Zombie Aspects: Vulnerability, Flying, Wall Crawling, Essence Sense, Nobody Loves Me (for zombies unable to make more of their kind), Bound (for zombies enslaved to a master of some sort), Dr. Doolitle (for zombies who can feed on animals), Spit and Bubblegum (for zombies held together by will alone), and Vomit (acid). All of these contribute nicely to the flexibility of the zombie creation system.

Zombie Survival Horror

This insightful two-page essay examines the term "survival horror", looking first at the "survival" and "horror" aspects separately and then together and concluding that the term applies both to the horror of surviving the collapse of society as well as to the zombie plague that causes the collapse.


Style

The excellent exterior screen art features three 70's-era bad mofoes kicking zombie ass, along with an amusing era-appropriate notation on the side that the presentation is in "Living Stereo". The interior art flows perfectly with the text of "Coffee Break of the Living Dead", telling the story of the adventure while deftly capturing the emotions and development of the characters in true cinematic fashion. Examples include the secretary's almost painful panic and homicidal ex-employee's cold shark-like rage at the beginning, contrasted with the secretary going after the zombies with both guns blazing and the ex-employee putting a compassionate arm around a fellow survivor at the end. My only art-related issues are that the zombies appear far too inhuman and that several of the pregen NPCs look very different between their character sheets and the adventure art. Both of these are very minor issues, however, and the former serves to keep the visual emphasis on the characters.

The writing is just as evocative, drawing upon all five senses and shying away from neither the intrinsic gore nor the pathos of the situation -- a note in a victim's datebook regarding a son's Little League game being a prime example of the latter. This is true both of the adventure itself and of the two short fiction pieces that precede it.

The layout is nearly ideal, from the font choice and line spacing to the placement of maps and pictures in the booklet and tables on the screen. Overall, it's extremely easy on the eyes -- a big plus for an adventure booklet, which always requires quick reference. In fact, the only layout-related problem I found was on the back of the booklet, where the product feature bullet points ended up being right-flush with the bullets overlapping the first letters. That is also the only error I noticed in the product at all.



Conclusion

The overall value of this sort of GM screen/adventure combo is always a little hard for me to judge, simply because they are two different products in one package and the purchaser may well have no interest in one or the other. Assuming for the sake of argument that the buyer can get use out of both, the package is easily worth the asking price. And even if the GM isn't interested in running the adventure, it still serves as an excellent example of adventure design, and the essay and new rules add value to the package. At the very least, the screen is substantial enough to improve any AFMBE game, and its tables are generic enough to let it serve as an all-purpose Unisystem screen as well.




SUBSTANCE:

  • Setting
    • Quality = 5.0
    • Quantity = 4.5

  • Rules
    • Quality = 4.5
    • Quantity = 4.0

STYLE:

  • Artwork = 5.0

  • Layout/Readability = 5.0

  • Organization = 5.0

  • Writing = 5.0

  • Proofreading Penalty= <0.0>
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