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The Walking Dead Episodes 3 and 4
The Walking Dead Episodes 3 and 4

Developed by Frank Darabont

I'm on the edge of my seat watching this series. I've heard from others that they find it a bit slow, too much sitting around and talking. This ain't no Earth Abides. Decisions are made and action is taken. My jones for action is satisfied.

These two episodes clearly display an issue that is critical to surviving TEotWaWKI. No, I'm not talking about zombie fighting techniques or the best shelters to seek; rather, the composition of your group. Most teams formed up from whomever was available at the time. This led to a less than optimal cohesiveness for most and disaster for more than a few. One should never team up with someone they cannot stand for reasons that range from psychological to physical well-being.

  • Surviving TEotWaWKI is tough business. Why make it harder by forcing yourself to deal with assholes? This kind of stress will keep you up at night, sapping the energy you need to continue the struggle.
  • If you don't like them, they probably don't like you. This could cause you major problems at a crisis point, such as a food shortage. If you're the weaker party, you'll probably be kicked out, as I saw happen more than once during that first terrible winter. If you're the stronger party, they may strike pre-emptively, probably killing you.

You don't always have the luxury of choosing your team-mates. The exigencies of the moment may work against this. Or someone who seemed nice at first, grew to be a pain in the ass over time. You shouldn't just accept this as an unchangeable fact. You MUST do something. Here are your options (in descending order of desirability):

  • Insist that they change

    This may seem naive, and it would be in certain circumstance, but if you act early and the differences are not fundamental, not only might you remove the pain in your butt, you may also strengthen the ties of your group. Many folks do not realize that their behavior irks others and will willingly change when it's pointed out.

  • You change

    Maybe YOU are the pain in the ass. At least consider that. Even if it's not true, circumstances may require that you suck it up. If you choose this path, it is imperative that you at least appear to have changed. Do not continue with your prior modus operandi or you risk the same outcome that inaction would have triggered. After a while, you may come to terms with the group or you may choose the next option.

  • Leave

    Ideally, this option would be like an amicable divorce. You justly divide up your assets and then part ways. Before you do anything, though, consider how the group may react to your departure. It may not be welcome news, especially if you have a skill or possession that the group desperately needs. If you're in the minority, they may hold you against your will or take your stuff. If there's the slightest doubt, I would keep your departure a secret. Also, while it might be tempting to walk off with more than your share, remember that you may well run into these people again.

  • Kick them out

    This is a tough option to pull off. It may result in a civil war or the outcasts could stalk you, waiting for a vulnerable moment to exact revenge. Even if you're the majority, I would approach this just like the previous option; that is, make it appear you're leaving rather than kicking them out. If feasible, leave them with a greater share of the group's assets as a salve to their wounds. It might be necessary to execute the separation in penny-packets, smaller sub-groups leaving separately with a plan to rendezvous elsewhere.

  • Kill them

    This is the least desirable option, but it shouldn't be ruled out. There are certain violent personality types that do not take well to rejection. If you cannot be sure of a clean break, you may have to take pre-emptive action. You will be crossing a line, though, so fully consider all of your options. You may find that the group, though fully supporting the measure beforehand, will break up when the reality of what you did hits home. Still, given that, there may be situations where this is the only option.

The group of survivors that The Walking Dead is following, not surprisingly, have several cases that highlight the dangers of sub-optimal group relations (spoiler alert):

  1. The abusive husband Ed should not continue as a member of the group. Asking him to change will not likely work and kicking him out may result in the wife leaving with him. Perhaps the man should meet with a hunting accident. No one else needs to know. The fact that Zed took him out was opportune.
  2. Daryl Dixon is an angry, well armed man with good reason to be pissed. T-Dog's action most likely did result in his brother's death. Can you trust that Daryl will be reconciled? Or will he just bide his time. I'm not willing to risk it. Though Daryl is outnumbered by those who clearly don't like him, kicking him out won't be so easy. Killing them would be risky, too, as he appears to be hyper-vigilent. Ditching the man might be your only option.
  3. If I was Shane, I'd probably leave. Your lover doesn't want you around any more and her husband may well learn the truth. I wouldn't want that nagging at me day and night, but then I'd've never lied to her about her husband's death.

Like I said, the fact that there are so many dysfunctionalities should not be a surprise. It's a rare group that had none, and even in those cases, over time, things evolve from better to worse and then back again. Nothing remains the same. Just be aware of what's going on and act when necessary.

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The Walking Dead
The Walking Dead

Developed by Frank Darabont

It's been more than a decade since the initial zombie outbreak, but only now are we beginning to see it portrayed in drama. The new TV series on AMC, The Walking Dead, is the first serious portrayal of the period just after SHTF. I've only seen two episodes, but beyond a few nitpicks and similarities with other TEotWaWKI stories, I'm hooked.

The focus is on survivors in the Atlanta area starting a week or two after the outbreak reached a crisis. Those poor bastards down south had it much harder than even up here in Virginia. They had no appreciable winter to slow the ghouls down, so they never got a break. Even today, the Florida peninsula, surrounded as it is by water, is still pretty much a wasteland.

The main character, Rick Grimes (played by Andrew Lincoln), is a cop who was severely wounded before the outbreak and in a coma during it, only to regain consciousness in an eerily empty hospital, scattered with corpses. This is reminiscent of Stephen King's The Stand and 28 Days Later. He's trying to figure out what the hell happened while still staying alive. I'm surprised he's lasted this long, given his proclivity to fire off all of his ammo at anything which stumbles. He's lucky, though, to encounter folks willing to help out.

His motivation is to find his family. This drive is a common theme to most stories that cover this period. It, too, was my spur as I was in Manhattan when hell brook loose and had to make my way back to Northern Virginia. Alas, I have yet to learn what happened to my family. In this case, Mr. Grimes makes it back to his house, but his family is missing. We learn separately that they are alive, but there should be some interesting fireworks should they reunite.

The nits I have are how the undead are portrayed. For the most part, it is in line with reality: dumb, slowly stumbling and killed with a headshot. Occasionally, though, we encounter some outliers. Some use tools like the one with a rock used to break through a glass window. Others are agile and rather speedy, being able to climb a fence. These are rare, though, so not enough to kill my disbelief.

I am happy to see that this show has been extended another 6 episodes. I will surely watch them all.