I'm currently working on polishing up version 2.0 of my zombie apocalypse role playing game Fear The Living, a system designed to capture the drama and action of both classic zombie movies like Night of The Living Dead as well as that newer longer-running zombie stories like The Walking Dead. I'm currently running a playtest with two players over Skype that's on hiatus due to one player's religious obligations (Ramadan and all that), and so would love to be able to make contact with some fans of zombie media to run a long-term play test to pinpoint any mechanical problems and stress-test the system.
At it's core, Fear The Living's resolution mechanics run off of a d6 dice pool system that rewards players for having their characters invest emotionally in other survivors, and for thinking critically about their survivor's motivation and past by giving them greater mechanical effectiveness (which helps the game hold fast to the central conceit of many zombie films: the least interesting characters die first). The versatile Conflict Resolution system works off of players using successes gained from their survivor's dice pool to buy Advantages in the fiction, which makes it equally suitable for both tense negotiations and full-tilt bloody mayhem.
This investment in your character's identity and emotional development is continued with the Relationship mechanic, which rewards you for interacting with people and objects that your survivor cares deeply about. True to the fiction however, Relationships are also potential weaknesses for your survivor, who can be manipulated based on their prejudices, loves, and hatreds.
The game is also designed to be easy to run from the GM's side of things, with a simple mechanic called the Entropy pool that grants the GM clear indications of what level of conflict they can (and should) be introducing into the game as well as strictly delineating GM powers to avoid Illusionism and railroading. The Entropy pool is the GM's primary resource, which is spent to introduce risks and complications, bring zombies into play, and give NPC survivors an extra boost when it's dramatically necessary.
I live in Kent Washington, and so would prefer to find a playtest group in the King County region or adjacent, but also have Skype and so would be open to running a skype-based play-test. My plan is to have this game ready for publication and online distribution by the end of this December, and to that end I'd like to play-test at least once a week. If you're interested, all I'll need from you is your enthusiasm, willingness to learn a new system, and willingness to give honest feedback on a regular basis. Of course, if I do actually get this game published all play testers will be credited for their efforts.
Feel free to indicate your interest with posts on this thread, PMs, or emailing me at email@example.com
I hope to hear from you soon!