[RPG] How to fix this plot hole

story

I started my zombie apocalypse campaign in a rather low-budget and low-powered way, mostly to avoid having flame throwers and incendiary grenades be the go-to solution for zombie hordes. When the PCs ran into teams from a rival corporation with more advanced tech (an Umbrella carbon copy), one of my PCs wondered why he had never before heard about the cybernetic arms and memory-wiping technology this company has at its disposal.

Since I want the game to be about the zombie apocalypse rather than an investigation into and public exposure of the secret technology this company has, I'm in a bit of a bind. How do I fix this?

One solution I thought of is creating a plausible explanation for the secrecy over profit, but I can't think of one. I'm also concerned that learning of the existence of such a company would logically, cause a huge uproar in world governments and citizens, and I'm not sure how to handle that realistically if the game goes there.


For background, I'm running ZCorps, in which a zombie virus has spread across the US over the course of a few weeks, and America is fighting extinction. The PCs are members of a corporate militia created by an emergency measure of the Senate, mandated to intervene where and when needed and to supervise the US army. (The Army needs supervision because of an unfortunate incident where they napalmed Kansas City without government consent.)

Best Answer

Don't.

This is something I started to do in my campaigns. When the players derail the plot, I build a new one for them to follow. If they want to focus on how the bad guys have tech that isn't public knowledge, they can. They're ignoring the larger problem of "oh crap, zombies" while doing so, however, so simply let the rest of the world go on into decay as they mess around, until they're forced to confront the fact that the secrets being kept are perhaps a little less important than the fact that everything's collapsing around them. Let the plot equalize itself over time by letting the players do what they want; eventually they'll realize that they can expose this whole secret and conspiracy stuff, but don't have anyone left to expose it to because they've all become zombie food.

However, if you must.

Make them choose between their mission and the mission.

Eventually they have to be confronted with the following conundrum: Is our personal investigation getting in the way of the good of mankind/not being eaten by zombies? If they don't do this, then they'll continue their investigation as planned, but the world around them effectively ceases to exist as it was, meaning that they have to take responsibility for everyone dying and they no longer can get any help. If they're working with someone, have them pull support. Do so in a way that enhances the narrative, however "New York's almost overrun! Get back here or don't come back ever." works better than "and they didn't want you doing that.", because one sounds like a logical reason, and another sounds like railroading.

Dry up their leads.

If you really want them to stop searching for evidence, have the other corporation collapse. Their secrets and technology are gone with them as they crumble from within. The players could still try to investigate, but there aren't any real survivors to explain things, and anything they find essentially ends with "and now we're all gonna die".

Wave it away.

One thing it sounds like you're asking is how to explain the presence of high-tech gadgets. Simple; they're one-of-a-kind and untested. Sure they do what they're supposed to, but they're nowhere near finished. They're prototypes sent into the field. Ultimately, it's sort of your fault for introducing it if you can't explain it, but simply have it end. No more supertech gear because it didn't work, as the field trials showed. The only one got destroyed, beat up, or otherwise compromised and it proved to be less valuable than its investment.