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Author Topic: Plotline Directory  (Read 22398 times)
Dyslexda
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« on: April 26, 2011, 01:01:16 AM »

In the same spirit as the Mission Directory, I figure we could use a plotline directory. All too often the same old "escaped virus" plot is recycled, leading to stale stories. So, to anyone who's modded or played a game with an interesting plotline, please post it here, so that other mods can get ideas for what to use.

HvZ Live!
Essentially a game show. Truman's campus was enclosed in a forcefield, and survivors were inserted along with a few zombies, with a Survivor type gameplay. We actually had a mod following players around with a bigass video camera. Had the last mission not been canceled due to a gun threat, it would have ended with surviving players Thunderdoming gladiator-style in the football stadium.

Voodoo Curse
This was our plot this past semester, and it went well. Basically, lots and lots of magic. We had a Shaman that had graduated from Truman with a Philosophy degree, but subsequently found there were no jobs for philosophers; he then returned to Truman to open a portal to a realm of shadow and darkness to enact revenge upon the campus. Went well, with players loving the storyline. Allows almost any plot element you want, because, well, magic. Feel free to be as tongue-in-cheek about it as you want; just adds to the lulz.

Nanite Infection
This was the plot for our Invitational. A US Army general gained access to nanotechnology, but it overran him, infecting his body. He then infected people, making his zombie army. For any Michael Crichton fans, think Prey. A very militaristic plot line, though not overly innovative or unique. Gave us some fun cut scene material because the Colonel leading the human forces eventually got infected, leading him to betray his human forces, and a Lieutenant left to lead them in their final charge.

Infectious Spores
Hideous mushrooms have been spotted around campus, spewing their vile spores into the air.  Some have gotten violently ill from the contagion, and it is rumored that those put down with this sickness do not stay down long.  Shadows seem to drift in the night, and many are scared to even approach the mushrooms. (- Richter)

The Great Purging
Construction on campus, specifically digging, triggers sudden and brutal murders to occur during a theatre production. Fringe groups at the school are calling it the Great Purging, something about the worldwide destruction of the human ego and a transcendence to a new form of consciousness. As the plot progresses, it turns out electromagnetic fields are messing with everyone's brains, and the cause isn't as innocuous as you'd think. ( - Mzzkc)

All-Star HvZ
Most sensibly used with a magic theme, use historical or literary figures as NPCs. Slay zombies with the likes of Abraham Lincoln or Allan Quatermain, Combat against Hitler and his army of the undead, use Jesus in the extraction mission, whatever tickles your fancy. If the admins are all of drinking age: get together, have a few rounds, then have everyone pick an All-Star NPC to incorporate into the game. If you can't have lolz while fighting zombies with Jesus, then the terrorists win. ( - darknyght00)

Saw 9001
It's Saw inspired, which means one messed up dude is behind everything going on, leaving thoughtful messages for the survivors, and forcing them to play sadistic, life and death games so they can have a deeper appreciation for their current existence. Each mission has a really cool mechanic or decision that the players must make. What's more, all of these decisions can potentially determine the course the game takes and some will directly impact the difficulty of subsequent missions. As the missions progress, it becomes clear that the "games" are serving as a way to research and experiment with the virus. It all culminates in a seemingly hopeless race against the clock to stop something awful from happening. ( - Mzzkc)

Death goes on vacation
Death, frustrated with the menial nature of bureaucratic work, leaves the office for a week. With no one to separate souls from bodies, the dead are trapped inside their decaying corpses. They eventually go mad and try to kill anything alive. The Humans are trying to find Death and return him to his day job to end the Zombie Apocalypse. The Zombies are trying to kill him while he's in his human form so that all the Zombies will remain immortal. Death's ex-wife enters the scene and enlists the aid of the Zombies in locating him, but her motives (besides alimony) remain mysterious. ( - Mr. Three)



So yeah. Please add any summaries you've got, and I'll try to keep this first post updated with all the added material (with credit given where credit is due, of course).

EDIT - Finally got around to adding some to the OP. Don't take it personally if I didn't include yours, I'm just lazy, and as such, only put in some that required zero reformatting.
« Last Edit: April 08, 2012, 06:18:52 PM by Dyslexda » Logged

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mcknightchris
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« Reply #1 on: April 26, 2011, 01:34:13 AM »

This could get to be very useful, so I stickied it. Hope people can contribute.


In the past, TAMU's storyline has been largely player driven and spanned multiple games. This was in the form of journal entries on our forums. Their was something about a Coalition of Man that formed as a shadow government, and it was believed that they started the war that left the planet a wasteland. As they tightened their grip on the few safe cities left standing in America, people gradually left to live free of tyranny. A group of them settled in what was designated in military records as the Maroon Zone. After the leader of the group was lost to unknown circumstances, the group was divided and nearly fought a war for control of the area. They eventually settled into separate camps and avoided each other. Hostilities grew again as people began disappearing and each side blamed the other, unaware of the zombie threat. The northern camp was closer to the zombie hide-out, so they suffered more losses than the southern faction. When the people realized the threat, they tried to fight them off while also fighting the other faction for resources. Eventually, so many were lost that the two sides were forced to join together.

Several years later, the colony has grown and past hostilities forgiven. A militia organization formed to provide for the common defense of the area. This was to protect against the threat of Red Raiders from West Texas and rogue military from the Longhorn Sector. Zombies hadn't been seen in several years, so many relaxed their guard. Of course, that's when a fresh outbreak began. The local government tried to build several fortifications, but the zombies kept coming. Finally, the Common Defense Corps led the defense while a group of scientists devised a cure from the blood of a captured zombie. The cure was administered to the horde via crop dusters.

A program was led to inoculate people against the virus. One individual, who had been infected before, had the virus mutate inside of him. The new strain was stronger and left the cure ineffective. Before they could detain him, he escaped into the sewer tunnels, insane but still partially human. He came to embrace the Horde mentality, and used a syringe of his blood to infect people he kidnapped. He then kept them hidden and took them hunting at night.
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« Reply #2 on: April 26, 2011, 01:40:09 AM »

Infectious Spores
Hideous mushrooms have been spotted around campus, spewing their vile spores into the air.  Some have gotten violently ill from the contagion, and it is rumored that those put down with this sickness do not stay down long.  Shadows seem to drift in the night, and many are scared to even approach the mushrooms.

We use this plot line to explain why only campus is effected (range of the spores) as well as to explain why the players need to complete missions to stay human (medicine at each mission to vaccinate partially against the infection).  It also opens up some different mission styles than may be normal.
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« Reply #3 on: April 26, 2011, 12:46:42 PM »

    UPMC, from it's outward appearance, a thriving entity at the forefront of the medical field, has long been at work on a dark, top-secret project in conglomeration with various government agencies. After realizing that eradicating diseases like cancer and AIDS would no longer be profitable after the diseases ceased to exist, leading scientists set a more ambitious goal; eradicate death.
    Through many unquestionably unethical experiments and tests, scientists in the UPMC Trauma Division developed a serum containing a synthesized virus that, when applied topically to wounds or injected, seemed to, at first, keep wounded patients with even the deepest and most severe wounds alive almost indefinitely and heal debilitating wounds in only a few minutes. However, they noticed that, after an undetermined period of time, the serum had an unexpected side-effect; patients began to hunger for human flesh.
    The scientists attempted to satisfy this new hunger in their patients with various other types of meats and substitutes, but all attempts failed. At this point, the scientists began to realize that not only had the patients being treated developed this hunger, but so did anyone bitten by the more hunger-depraved patients. It seemed that the virus in the serum had made its way into the saliva of the patients, and was continuing to spread through the puncture wounds of their bites.
    All of the patients and most of the bitten scientists were quarantined after this development was made, in an attempt to stop the spread of the virus and to find a cure, but not all incidents of biting were recorded, and, therefore, the number of scientists infected by the virus was never able to be determined, with the constant flow of employees in and out of the complex.
    In early studies after the quarantine, the scientists noted that the infected seemed to quickly become aware of their hunger for human flesh, with signs of this awareness showing up approximately fifteen minutes after infection, and did not show any decrease in intelligence or physical condition. The remaining scientists came to a horrifying conclusion; the infected know what they want and they can use all of their human wit, guile, and athleticism to get it, acting alone or in groups.

This is the plot for my community's next HvZ. This is the prestory, so I'll let you know how it all kind of boils out later. Cheesy
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« Reply #4 on: April 27, 2011, 12:46:02 PM »

heres a contibution that i came up with:

in a secret government lab, sientists work on a cure for rabies. several attempts were made, to no avail. one attempt resulted in mutation of the virus. a corrupt scientist (we named Dr.Crowler) set this viral disaster loose, accidentally forgetting the samples.

he stumbles across a group of survivors who escort him to a safe area. he tells them to get samples from the lab and bring them to him. unbeknownst to them, he plans to escape and sell the virus on the black market. when they discover this, the survivors block his escape route. they confront him and his hired guns and a HVHVZ battle begins...
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« Reply #5 on: April 27, 2011, 03:47:10 PM »

I have created a page on the wiki for this

http://wiki.humansvszombies.org/index.php/Plot_Ideas
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Mzzkc
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« Reply #6 on: April 28, 2011, 12:09:49 AM »

Here's the entire plot to the UMBC Invitational (plus mission outlines) that I wrote up for the Admins.

tl;dr version:

Construction on campus, specifically digging, triggers sudden and brutal murders to occur during a theatre production. Fringe groups at the school are calling it the Great Purging, something about the worldwide destruction of the human ego and a transcendence to a new form of consciousness. As the plot progresses, it turns out electromagnetic fields are messing with everyone's brains, and the 'cause isn't as innocuous as you'd think.
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darknyght00


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« Reply #7 on: April 28, 2011, 02:09:05 AM »


This is really good stuff here. I'm not an rp'er. I don't get 'in character' outside of an actual theatre. To me, HvZ is the closest I'd ever like to get to a 'sport' and I tend to play as such: "yeah, yeah, yeah, bunch of story... can we get on with the mission objective now?" Don't get me wrong, I appreciate the time and effort (though occasionally in smaller quantities) that the admins put into designing our games and giving them a compelling story line but it's true: the infection/virus thing has been done to death. In particular, I can see the magic plot has enormous potential for more inventive missions, greater NPC diversity, and all around lolz. If I can convince our mods to try this, I'll probably volunteer for an NPC slot... Nah, forget that, I'll write the whole dang thing up myself: NPC's, missions, plot, everything. There's just so much comedy you can do with the magic angle... oh god, i need to find a pen and paper!

here's an idea so I can feel like I contributed:
All-Star HvZ
Most sensibly used with a magic theme, use historical or literary figures as NPCs. Slay zombies with the likes of Abraham Lincoln or Allan Quatermain, Combat against Hitler and his army of the undead, use Jesus in the extraction mission, whatever tickles your fancy. If the admins are all of drinking age: get together, have a few rounds, then have everyone pick an All-Star NPC to incorporate into the game. If you can't have lolz while fighting zombies with Jesus, then the terrorists win. That's my 2 cents.

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« Reply #8 on: April 28, 2011, 01:00:52 PM »

This popped into my head a couple of minutes ago and I decided to post it just for lulz.

The Evil Freemason Conspiracy(tm) wants to create supersoldiers to take over the world.  To do this, they injected some test subjects with self-replicating nanobots that control the person's mind and can repair wounds that would ordinarily kill a person, including regenerating entire body parts from scratch if necessary.  The nanobots can be spread from person to person through bodily fluids such as blood and saliva, however, they cannot "survive" outside of a human host for more than a few minutes.  Unfortunately for the Evil Freemason Conspiracy(tm), they made the nanobots too smart, and the 'bots decided that they didn't particularly feel like obeying orders.  Cue nanobot-zombie apocalypse.
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« Reply #9 on: April 28, 2011, 04:08:33 PM »

it is the year 2031... after twenty years of war, the campus is secured with defenses...
A blackout gives time for the zombie queen to finally inact her revenge...
21 years earlier...
After the revolutionary creation of microbes,
scientist are faced with a daunting challenge... how to control them.
As a solution, and after numerous experiments, a young girl is infused with
a modified version of microbes...

But something goes wrong...
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« Reply #10 on: May 01, 2011, 03:59:05 AM »

What about a movie plot.
i.e. 28 Days Later...
Take the significant events of the movie and turn them into missions.

not as creative as some of the other ideas here, but might spark creativity among some of your think tanks.
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« Reply #11 on: June 29, 2011, 04:21:48 AM »

Race for the cure

This was kind of a mix of different elements but mainly influenced by "52"

Noone really knows how the zombie outbreak began, however our players find themselves at UC Davis after hearing rumors that
the scientists had been researching a cure. After making their way into the lab through interactions with a team that had been scoping the area beforehand.
The players find the lab had been researching weapons creation and in doing so created 4 Horsemen of the apocalypse which killed the scientists
and created the "zombie" infection. After killing the horsemen the cure to the infected would be released from Gods eye and the players evacuate to safety and an antidote is created to cure those who were not dead when "zombified"

Exploits of Group 2129

Since our players did not kill the four Horsemen the first time around

10 Years later our players are living in hiding from the "zombified" forces of the four horsemen.
Our players are then contacted by a mysterious scientist who works with the players to travel in time to prevent
the future from coming about

(this story was influenced by some COD and I wanted to include time travel somewhere)
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« Reply #12 on: July 13, 2011, 04:27:36 AM »

Zombies are in space! Brave Colonial Marines and cunning Corporate Mercenaries battle for control of a mysterious artifact, while a dread intellect stirs in its ancient prison, plotting a grand escape. The operative word here is fear, with suspense giving away to terror as the week goes on. Who will survive, and what will be left of them? 

Colonial Marines (lead by a Marine Colonel is in league with the zombies, believing the relic to be a sign from the Space Gods) battle the nefarious Space Necrodyne (with the Vice President charged with leading aware of what had happened at the colony, and hopes to cover up the ne'er-do-welling of his corporation) over control of the research and the item itself.  The Zombies (their leader a consciousness jumping between the dead, hoping to head to the stars and remake human civilization in its own image) seek to escape the planet that has served as their tomb for millenia.

As the week wears on, and the Marine Colonel comes to increasingly identify with the zombies, the two human factions are pitted against each other over the control of colony's computers and surviving scientists, with the Vice President increasingly realizing that Space Necrodyne doesn't have anyone's best interests in mind (the colonists were sent there with the hope of "acquiring" the alien parasites for weaponization in the first place).  The Colonel eventually attempts to betray his marine faction to the zombies, leaving the survivors to make fast friends with their former enemies.

In the grand finale, both sides attempt to make an escape: the surviving humans hope to reach their currently unoccupied and nuke the planet from orbit, while the zombies seek to leave the planet and spread their plague across the universe at large. (This allows for a dual victory, with the humans escaping alive, but the zombies also spreading their sickness across the cosmos).
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« Reply #13 on: July 13, 2011, 04:55:35 AM »

Interesting. How do you manage a full week of two human opposing factions? I've known of simple HvH combat done during missions, but haven't known factions to remain opposing permanently. Do you randomly assign players when they register?
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« Reply #14 on: July 14, 2011, 12:39:36 AM »

Interesting. How do you manage a full week of two human opposing factions? I've known of simple HvH combat done during missions, but haven't known factions to remain opposing permanently. Do you randomly assign players when they register?

Players are more or less randomly assigned at registration; generally, we try to make sure squads stick together, but keep the sides relatively even (of course, zombies have a way of wiping one side if the opportunity presents itself).  Generally, missions involve some variation on capture the flag (be it regular flags, mobile neutral flags, or stealing a box from the zombie's base), or forcing the zombies to make decisions (i.e. two separate, simultaneous holds).  We also have squad cap effected by a scavenger hunt sub-mission (a certain number of objects are placed in the field each night, and players turn them into a mobile moderator).

Human on human combat is handled with "wounding"; that is, humans are unable to utilize anything heavier than a pistol and sock grenades.  Humans become unwounded at respawn, but cannot carry resources or other mission objectives while they are wounded.  In any case, conflict usually ends by late week, due to shrinking human population and desire to survive, but it changes the game in an interesting manner.
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Western Invitational II has ended a success.  Thank you to Ball State, Perdue and the other attendees that helped make it a smashing success.  We'll meet again next year, same Bat-Time, same Bat-Channel.
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