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Shelter and Setting

Page history last edited by PBworks 12 years, 5 months ago

 

Here are some things to consider, when choosing your base of operations. Obviously, immediate survival and feasibility are more important than future considerations, in the days following an outbreak. So, while it would be nice to spend time comparison shopping, sometimes it just won't be possible.

 

 

Location

This should be your first consideration when choosing your base: urban, suburban, or rural. There are pros and cons to each of these options, but this is a rare occasion where there is a clear loser.

 

Urban

This seems like a good choice at first glance, because there are many stores around to raid, and tall buildings abound. However, the population density pre-outbreak is usually directly proportional to the amount of infected present post-outbreak. This makes chances of survival drop sharply, regardless of group size or precautions taken.

 

Suburban

Sometimes a good option if you have a small group. This will generally increase the amount of zombies around, but it also decreases the distance you have to travel to find grocery stores, pharmacies, gas stations, etc. Roads are more prone to be clogged with abandoned cars, but motorcycles can make this immaterial.

 

Rural

Possibly the best option. Often, the distance to reach supplies will increase, but there will usually be fewer infected around and clearer roads.

 

 

Zombie-proof buildings

The ideal building in the case of a zombie outbreak would have high, hard-to-scale walls around the building itself, a large yard within the wall, rooms that can easily be secured in case of a breach, places to put lookouts, and, should electricity be a possibility, alarms. Does this sound familiar to anyone? Yes, that's right. An old-fashioned prison, preferably abandoned or cleared out pre-outbreak so there's no pesky zombies wandering around, is an ideal place to hole up. In addition to basic security concerns, the high outer walls can muffle noise, and the yard space available can be used to grow plants. The windows even come pre-barred.

 

If a building of this type is available that has a deep moat around it, do whatever you have to, in order to get there. The infected will not cross water that covers their eyes.

 

Naturally, this will not always be available. Old churches, especially ones with cloisters, hospitals (if not overrun with infected), bunkers, bomb shelters, etc. are also usable, but none can quite match the benefits of a good old prison.

 

Electronic defenses and alerts are well and good, but don't rely on them as your primary defense. They can be effective and useful, but as soon as the power goes off, a good strong wall is your friend.

 

 

Electricity

This should be your next concern. While slightly down the list, it's still very important. If you can find a place with a generator, or some other source of power, use it. If not, finding and hooking up a generator should be a priority once you're established in your base. 

 

 

OOC

I know that no one really gives a rat's ass about the setting, because it was established by the mods before play started. However, this way, if anyone asks "Why would you do XYZ when blah blah blah?" we, the mods, can be self-righteous and tell that person that they should have checked up on it. After we check it ourselves.

 

Kidding. It is information that's important to the setting, and it's good to have it all written down someplace. 

 

 

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