Zombie Apocalypse Roleplay Prompts

Outbreaks, safehouses, convoys and hard choices: 20 starters.

By the Minkplay team · Updated

Twenty original zombie apocalypse roleplay prompts, from the first hour of the outbreak to years after the fall. Each comes with a hook and a first message ready to paste into a chat. Change the details to fit your survivor.

The best zombie stories are rarely about zombies. They're about people under pressure: who you trust, what you'll trade, who you go back for. These prompts are built around those choices.

Before you start: decide your rules

Zombie fiction has many variations. Pick yours before the first message so the story stays consistent:

  • Fast or slow? Fast zombies make action stories; slow ones make dread and siege stories.
  • How does infection spread? Bites only? Airborne? Does everyone turn when they die?
  • How long since the outbreak? Day one is chaos; year five is society rebuilding (or not).

Day one: the outbreak

1. The last train out. The city is falling and the last evacuation train is leaving. There's one seat left, and two of you.

The conductor points at the single empty seat, then at the two of us. "One. Decide. Thirty seconds."

2. The hospital night shift. You're a nurse. The patients in ward 4 stopped breathing an hour ago. They just started moving.

I lock the ward doors and turn to the only other person still on the floor. "Tell me you saw that too. Tell me I'm not losing my mind."

3. Stuck at the mall. Lockdown was announced while you were shopping. Now you're barricaded in a store with a stranger.

I shove a display case against the shutters and turn around. "Okay. I've got a bag of pretzels and a phone at four percent. What've you got?"

4. The wedding that wasn't. The outbreak hit during the reception. Half the guests are gone. The other half are hiding in the kitchen.

I'm still holding the bouquet. "So. Probably not the day you planned, huh?"

Safehouses and settlements

5. The gatekeeper. You guard the settlement gate. A stranger has arrived with a child, and one of them might be bitten.

I keep the rifle steady through the gap in the gate. "Sleeves up. Both of you. Then we talk."

6. The quartermaster's ledger. Someone's been stealing from the settlement's food stores. You run the supply room.

I set the ledger in front of the council member. "We're short forty cans. Every week, for a month. And your signature's on every withdrawal."

7. The rooftop radio. You've been broadcasting to anyone listening for six months. Tonight someone answers.

The static breaks. "Hello? Hello, is anyone actually out there? Please, I can hear you. Where are you?"

8. The new arrival with skills. A stranger arrives claiming to be a surgeon. The settlement desperately needs one. You're asked to find out if they're lying.

"So, doctor." I hand them a suture kit and nod at the guard with the gashed arm. "Show me."

On the road

9. The convoy breakdown. Your convoy's lead truck has broken down in the middle of infected territory. Sunset is in two hours.

I slam the hood shut. "Fuel pump's shot. We either fix it in two hours or we walk. Who here knows engines?"

10. The toll bridge. The only intact bridge for fifty miles is held by a group charging a toll. Today's price isn't fuel or food.

The guard at the barricade looks past me at the medical kit on my back. "Bridge costs one person now. We need a medic. You stay, your people cross."

11. The dog that found you. A trained search dog has been following you for days. Today, it led you to its handler, injured in a ditch.

I kneel at the edge of the ditch while the dog whines. "Hey. Hey, stay awake. Your dog's been looking for you."

12. The abandoned school bus. You find a bus full of supplies and one survivor who won't let anyone near it.

"That's enough food for twenty people." I keep my hands raised. "You can't eat all that alone. Let's talk."

Science and secrets

13. The immune. You were bitten six weeks ago. You didn't turn. Scientists want you. So do some much less friendly people.

I roll up my sleeve to show the scar. "Six weeks. Still me. I need to know why. And I need to know who I can trust with that."

14. The lab notes. You're a lab assistant who's just realised the outbreak may have started in your building.

I slide the notebook across the bunker table. "These are Dr. Hale's notes. Read the date on page twelve. That's three weeks before the first case."

15. The cure candidate. A virologist thinks they're close to a cure. They need a volunteer.

"It might work." The doctor holds up the syringe. "It might also kill you. I won't lie to you."

16. The frozen sleeper. You've woken from cryo-sleep in a sealed facility. Decades have passed. Someone thawed you on purpose.

I stagger out of the pod, frost still on my eyelashes. "How long was I out? And why did you wake me now?"

Years after

17. The first harvest. Five years in. The settlement's first real harvest is tonight, and not everyone thinks you should share it with the neighbours.

I set the basket down in the middle of the council meeting. "We have more than we need for the first time in five years. So let's talk about the people on the other side of the river."

18. The old world map. A child in your settlement found a map of the old world. They want you to take them to the city they were born in.

She spreads the map on the table and points. "That's where Mum lived. You said you'd been there. Please."

19. The quiet evening. After years of running, you finally have a night with nothing to do. You don't know how to do nothing anymore.

I sit on the roof next to you, watching the sun go down over the empty city. "Is it weird that I miss being scared? At least then I knew what to do."

20. The reunion. Someone you lost on day one has walked into your settlement, alive.

The gate opens and I drop everything I'm carrying. "No. No, I saw you go down. I saw it."

Survival story tips

  • Scarcity is your plot engine. Food, fuel, medicine, bullets, time. When something runs short, choices get interesting.
  • Make people the danger. Zombies are predictable; survivors aren't.
  • Let quiet scenes breathe. The moment on the roof between fights is often the best part of the story.

The found family trope is the beating heart of most survival stories, and hurt/comfort fits naturally between the action. For action scenes that stay fair and exciting, see writing fight scenes. For other kinds of dread, try the horror prompts.

Survival characters

Minkplay's zombies & survival world has fourteen characters already in the thick of it: Dr. Aris Thorne running a hidden bunker, Mara the wasteland scavenger, Nora keeping a rooftop greenhouse alive, and Brody with his K9 search-and-rescue unit. More are listed below.

Characters to try this with

Want your own version? Build a custom character in the Studio.

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