William-Scott Hathaway |
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That's why the article is so good. Zombies are unnatural because they are of dual nature, living and dead. But they have been with us so long, that they have their own class. Zombies are zombies, which are different class than, say, vampires or ghosts. You don't see a zombie and think "oh, he is 50% human, 50% corpse". You see him and think "he is 100% zombie"
So to make zombies creepy again, you have to mix them with other things that belong to different classes, with unnexpected and unnatural descriptors for a zombie.
A zombie isn't creepy anymore. But what about a zombie rocking a cradle? What about a zombie reading a book? What about a zombie cooking? Or painting a scene of when he was alive? What about a zombie playing with a doll?
I believe the reason for this is because of what you said above. By locking certain creatures into certain behaviors, actions and roles, you make them predictable and quantifiable. Every so often, mixing things up and subverting a player's expectations of how a creature should act can do wonders for setting a mood, especially when it comes to creatures that are "supposed" to be scary. The example I provided above is one, but the vampire that hunts in broad daylight, the werewolf that is more sane during the full moon, or the flesh golem that acts and talks like a living child are also excellent examples, at least one of which has actually been used by Paizo.