All Flesh Must Be Eaten is a roleplaying game
set in a world of survival horror.
A world where the dead have come back from their graves.
You have no clue as to why they have returned...
but one thing is certain...
They crave living flesh!
There's more to a zombie than just a walking corpse. While its busy busting down your front door and scooping out your sister's brains you might not have time to think about that, but later, when you pause to reflect in the basement, hoping that door doesn't give way and wondering how much food you have down here, you might want to consider just where these damn dead guys came from. After all, the dead don't rise up and start consuming the flesh of the living for no reason at all. Behind every good zombie story there's a good (or at least amusing) back story.
In All Flesh Must Be Eaten, the setting is not set. You will be presented with a dozen diffrent campaign settings to start your survival horror campaign. Modern day, post-apocalyptic, and even a setting set during World War II. Each setting details the reasons why the dead walk and how to kill them (if they can be).
Below is an example of one of the campaign settings presented in the mainbook.
All roleplaying games have at their hearts the "What if . . ?" question.
In All Flesh Must Be Eaten, the question is "What if you were faced with a world gone to Hell, where ravenous undead sought living prey?"
What if you had to fight for survival, sometimes against former friends and loved ones?
Would you be curious to find out the cause of the horror?
Would you delve into the heart of the zombie-infested areas to discover the truth?
Would you brave death to end the threat? What if there were no cause, no solution?
Would it be better to simply flee for safety to ensure the survival of the race?
All Flesh Must Be Eaten is a game that combines elements of horror (there are walking dead in this world, and they feed on humans) with survival (characters have the rely on their skills and abilities to live through the night) and conflict (the characters may know the truth; what are they going to do about it?).