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This site already has some good articles on how to make players feel fear, and that should help with what you are trying to accomplish. A big thing that I would emphasis is time. I ran a zombie outbreak game that revolved around a single city that was successfully quarantined shortly after the outbreak(similar to Resident Evil 2). The players and their ...


By being loyal and cooperative citizens, making sure to have an inside traitor, making their plans telepathically, being aware of the security features of the state, and by removing them only in the terminal phases of the plan. Most of the town-centric plot will be subtle power plays between the "three factions", defector stories from the police force (see ...

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