Story

Themes & Stories of Season 6

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our penultimate 3.0 event THE FUTILITY OF EVIL! This is one of the last events of the 3.0 rules system before we launch DR Live, led by Jared Schlabra. Each week, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering some of the settings updates and THEMES of Season 6 in a bit more detail.

  • TICKETS FOR OUR November EVENT ARE ON SALE NOW! Will you make the right choice?

  • If you had a great experience at our last event DOWNFALL or had some suggestions for how we can improve, we’d love to hear from you! We appreciate your high-fives and suggestions, and always want to seek ways to improve our events.

  • Downfall pictures are live! Check to see if you had the camera’s favor during Downfall!

    • We’ve posted Seth’s pictures, but have several more sets of photos coming soon!

  • As we approach the launch of DR Live, our last opportunity to offer BUYBACK XP is December 15th. This is your chance to top off your XP pool before the new edition, so make sure you don’t miss out!

Our photos for this post were taken from previous DR:TX events by our talented Photo Team, including our guest photographer Seth Kahler.

Picking up the pieces

Last season during our May event, the San Saba Board was stopped at the Battle of Essex. In a brutal battle, the forces of the Bravado Militia crushed the last remnants of resistance and ushered the San Saba into a new era. While the Burning Season delayed some of the collapse, the final defeat of Arthur Lovelace in September ended any chance of a territory-wide government setting roots in the area any time soon. With the wasteland growing into a harsher place, and as settlements become more isolated, our story has shifted to our hometown of Bravado. While areas outside of our town still have a bit of a story of their own, we’ve focused our narrative on the immediate area around Bravado.

Let’s cover the major updates after the end of the season and as we move into our stories of Season 6:

  • Essex was seriously damaged during the final days of the war. As the Chairman fled the armies of the Bravado Militia, he turned his gunship on the city itself, bombing innocent civilians in a display of carnage not seen in the town since the Fountainhead Incident. Buildings were destroyed, the Grave Bureau was nearly collapsed, but the Fountainhead stood strong despite the fires that swept through the forest-city. Boss Debs of the San Saba Republic has vowed to rebuild, but it will be months and years before the damage is truly recovered.

  • The Battle of Bravado was won by the forces of Bravado and their militia, turning the tide again and again against the last attacks of the San Saba Board. The town held the armies at bay at the Devil’s Gorge Bridge, protected their solar panel system against sabotage, defended their morgue from collapse, and fought back against the combined forces of the Red Ledger and the Chairman’s personal Praetorian Guard.

  • Arthur Lovelace was killed, and an elaborate murder ritual was enacted in Bravado to make sure he stayed dead. When the Chairman’s remaining forces met the Militia at Bravado, they were held at bay while the town dealt with the villain personally. His imprint was scattered, his reason for living was destroyed, and the last walk of Arthur Lovelace was witnessed. The villain is no more, his loyal assistant, Lawrence Graves suffered his final death, and there is none to take up the banner of the Board after his death.

  • The Breaker of Crowns stayed behind during the final ritual, her revenge satisfied. In a shocking turn, the Breaker of Crowns did not emerge from the Morgue after the final death of Arthur Lovelace. Some said that she had come to terms with the monstrous acts she committed in the name of the War of Antlers, but others suggest that she didn’t have a reason to leave after the death of her hated enemy. The San Saba Republic is still reeling from the loss, and have promised a memorial will be made in her honor in Essex.

  • The Red Ledger was paid a hefty ransom to betray the Chairman, and they turned on the remaining forces of the Board during the final conflict. Over 1000 Brass was collected to pay a bounty to Red Ledger in September. The conflict decimated the mercenary company, and their remaining soldiers have scattered to the winds. Without the coffers of the Board, some have joined with the Militia while others have returned to the mercenary life in towns across the Lone Star.

  • A new Bravado Charter has been signed. The Justices have approached each settlement around Bravado, offering their services, not as overlords, but as arbiters, a neutral party to help diffuse tensions before they flare into outright conflict again. Both Bastion with its strict military code, and Drywater with its descent into anarchy have declined this offer, but Bravado has opted to take a chance with this new approach and formulated a Town Charter.

  • The Wells Society Initiative has begun in the San Saba. The Wells Society has proven that their new glow shrooms can be a valuable resource during their presentations at Bastion. While there was some complications with the morgue, the agents of the Wells Society under Dr. Ezekiel Abbott have begun to offer their unique resource to more settlements near Bravado.

  • The Bastion Morgue was stabilized, and the population was kept safe by the efforts of the visitors and the Loyalists during a mighty siege of the Hall of Inventions. The zombie horde was dispatched and the morgue’s corruption was cleansed through the efforts of several dedicated necrologists and grave heads that rebuilt the morgue virtually from scratch. While the danger of these strange new dead has passed for the moment, it’s unlikely that the new zombie threat will remain pacified forever.

Let’s talk a bit more about the themes of our new story.

Themes of Season 6

Each season, we’ve focused on a central theme, such as “Renaissance” or “Rebellion”. The primary theme of our new Season 6 story is “Reconstruction”. In the aftermath of the War of Antlers, there’s been a few changes, and I’d like to remind y’all of these updates as we prepare to move into our full story for the season. I’ve posted some of this back in August, but I figured it would be worth a bit of a refresher on where we stand. This season is about new beginnings, particularly as we launch the 4th edition of our game, Dystopia Rising Live.

Our story of season 6 is one of conflict and drama, and at the heart of that drama is the struggle to survive in a cruel and hostile world after the collapse of the San Saba Board. Here’s a few of the questions and concepts we hope to explore over the coming seasons. I’ve broken these down into a few common narrative conflicts.

The Death of a Future (Man vs. Fate)

When the Board fell, their vision for the future fell with them.  Without a central force encouraging trade, repairing the rails, and helping keep lines of communication open, the San Saba has quickly collapsed into a series of city-states.  Without a greater incentive or need to care about other towns, this inward focus has ended much of the technological advancement that the Board once promised.  This loss will help drive the change to the genre and technological setting materials of DR Live.

New threats have emerged, particularly Natural Born Raiders and strange new undead variants.  Most connection is lost with the north, the southern coast, and even the settlements near Bravado are hard pressed by raiders.  Rail lines are only reliable closer to the main area around Bravado, and generally only for the wealthy or fool-hardy.  Most telegraph lines are gone, salvaged for scrap or destroyed as sabotage during the war.  The RRC has abandoned the outer rail systems towards Gatorland or Hell Dorado, and virtually no one can make a trip into the Dune Sea any longer.  The fleet of locomotives that connected the region is dwindling, and the RRC and others are reluctant to risk the Ox on anything but the safest and most patrolled routes.

Essex is rebuilding, recovering from the devastating Battle of Essex at the end of the war.  While they are still a ready ally, they have their work cut out for them in the months and years to come.  Essex serves as a constant reminder of the damage caused by the war, and the rebuilding that is required afterwards.

The Threat of Bravado, aka What Happens Next? (Man vs. Self)

Bravado is an existential threat.  The world watched as Bravado led a rebellion that toppled the “lawful” government of the area through violence, and brought anarchy and chaos in the wake of the collapse.  Many respect what they did, but there is an undercurrent of fear on the minds of every other settlement in the San Saba.  Bravado now has the largest standing military force in the region.  What happens if Bravado decides that they are the new enemy of freedom in the wake of the collapse?

While hope after the war is still possible, there is a lot of uncertainty for the San Saba.  In the aftermath of violence, with no central leadership the various settlements of the area have been left to themselves.  There is a lot of need to rebuild and restructure, and there are many conflicting ideas of the best path forward.  Each town has their own opinions on what the right answer is but everyone is hyper-aware of what Bravado did.  If they choose for themselves, will the town of Bravado respect their autonomy or choice?

Cities and towns must decide how they define order from the anarchy of the wasteland. They must establish new laws, and find new ways to hold people accountable.  While the Justices of Sin and the Law Dogs can help enforce town charters, there is very little oversight or ability to institute rules without the consent of the governed in the towns.  And after the example of the Board, trust is at a premium.  The players must decide on a Bravado Charter that they can enforce, and they must decide if some larger form of organization for their town is necessary or needed. 

Bravado and the Oxkillers recruited countless soldiers, armed them, trained them, and whetted their appetites on war and violence.  Without a cause to fight for, what happens to those soldiers and weapons of war?  How does a soldier return to a life in their hometown?  Is there still a need for an active military presence, and who should lead them?  Who is responsible for providing funds for upkeep and salaries? What should be done about the militiamen that turn to banditry or set themselves up as petty warlords and tyrants?  It’s difficult to turn swords to plowshares in the apocalypse.

Should a town or its people atone for their sins?  Was it a sin at all if they won? Both sides “othered” their opponents, and war crimes were committed in the name of freedom, justice, law and order.  Enemy soldiers were killed, enemy settlements bombed, and infrastructure damaged.  Should there be accountability for the damage they caused, or should Bravado shoulder any responsibility for their role in the fall of the San Saba Board?  With no easy villain to blame for the damage or to assume responsibility, it’s easy to turn eyes towards Bravado.

A Tale of Two Cities, aka Rivalry with Bastion (Man vs. Man)

During our National Event in October, we had the chance to meet the residents of nearby BASTION, the fortress-city built atop the wreckage of Waking. With the infamous GENERAL MUSTANG at their lead, the town has presented itself as a serious contender and rival to Bravado, with differing philosophies of governance, capable soldiers and weapons to defend themselves, and a place the Mustang Loyalists can call home.

How do you deal with an enemy you can’t simply throw armies at?  The Loyalists have skilled soldiers on their side, a nearly unassailable fortress atop the wreck of the airship, and a surprisingly effective barrier against ground assault in the Exclusion Zone.  They cannot be easily intimidated by the forces of the Bravado Militia.  Bastion represents a source for political drama and ways to create a foil for the town of Bravado.

The Fallow Hope represents a rival settlement to our town, and a drain on potential resources for the area.  This is the first time we’ve really explored the idea of a nearby rival to our town, and it will provide ample opportunities for conflict.  Why would merchants or travelers go to Bravado when they can get better prices or safety in Bastion?  As Loyalists deploy the glow-shrooms to deal with radiation in the area, this provides a new resource in fresh, untainted land and water compared to our town.  The threat they represent is very real, but in a much more subtle way than simply guns or soldiers.

A map of the San Saba after the War of Antlers, PHW ‘08, by Jonathan Loyd

Story premise for Season 6

I shared this in August, but here it is once more:

Another deadly war has shook the foundations of Bravado, and the San Saba has settled into an uneasy and chaotic peace after the collapse of the San Saba Board.  Travel and communication across the area has grown more difficult, and towns turn their focus inward, towards their own fraught survival.  

It happened more quickly than many expected.  The outer rail lines that once reached as far as the Broken Coast and across the Dune Sea have been abandoned in favor of closer, safer routes between the immediate towns near Bravado and Essex.  Telegraph lines stripped for salvage and murdered postal runners mean that all but the most persistent communication between settlements has stopped, and the points of light at the edge of the map have dimmed.  Soldiers and mercenaries recruited for the war, now without a common cause, consider new allegiances, brutal banditry, or violent reckonings on rival settlements ill prepared for trained and well armed survivors at their gates.

In this new world, the implacable equilibrium of the wasteland churns onwards, reclaiming abandoned settlements in overgrowth, and damning once vibrant towns to destruction, returning the land once more to a lawless waste ruled only by what a survivor can claim for themselves.  Strange and dangerous raiders have overtaken the north, their war path marked by blood and the sounds of drum beats.  The dead have risen in even greater numbers, the Grave Mind turning the countless deaths of the War of Antlers into new and more deadly variants, bent on feasting on living flesh.

The factions of the San Saba have been broken and worn by the war, but each has consolidated what remains of their fortunes closer to the new heart of the San Saba, Bravado.  While it should be a new shining beacon on a hill, a pervasive sense of insignificance has rendered the town forgettable and alone, a ghost town tucked into a forgotten corner of the region.  A fog of memories, casting a shroud of forgetfulness and absence has settled over Bravado, perhaps a last dying gasp of an ancient terror trapped within or perhaps just the unfortunate reality of a world that has moved on after the fall of the Board.  As the town wanes in importance, new rivals flourish nearby, threatening to complete the fall into obscurity for our humble home.

Forgotten and left to decide their own future, our survivors face the harsh and horrific realities of survival in the wasteland.  Now, once easily secured resources like power, clean water, food, fuel, and scrap are in question, and the lean and hungry eyes of your fellow survivors seem not quite as friendly as before.  The future promised by the San Saba Board may be dead, but perhaps a new future can be forged from the ashes for the survivors that call Bravado home…

FACTION UPDATES & CHANGES

The War of Antlers had some big impacts on our story, and virtually every faction was impacted by the conflict in a pretty significant way. Our stories of season 6 will determine the fate of some of the factions, and even introduce some new characters to the story. In the same way this will be a bit of a season of transitions as we get ready for the launch of DR Live, this year’s story will continue with the aftermath of the war that nearly ended the town of Bravado.

We will be updating our Faction pages over the next few months, so here’s the major changes to expect:

  • The Factions of the San Saba have lost much of their influence in the region, and many of these groups have new NPC leadership, new headquarters, and new objectives. Money is tighter, and many have had to spend vast resources relocating or rebuilding after the events of the War of Antlers. This is one story reason the Faction Buy Lists will be sunsetted, but overall the ability of a faction to influence a wide area of the San Saba has been severely reduced following the war as part of our new license structure.

  • Two factions will be exiting our story, the Widows of the Lone Star and Prudence Penitentiary. These Society Memberships will be removed from character sheets going forward.

  • One new faction will be introduced, The Bravado Militia, representing the remaining soldiers and troops recruited during the War of Antlers. Players that served as commanders during the war can add this Society Membership to their sheets for free.

Here’s a bit of a story update on the various Factions, and we will expand on this on the website and during our Season 6 stories.

  • The Widows of the Lone Star have been driven out of Widow’s Peak and have now joined the Criminal Factions of Bravado. They are no longer a full faction, as their story really concluded in September with the final confrontation against Arthur Lovelace. While some stories will continue in the background, particularly for characters in Murder Inc, we won’t have regular events like Widow’s Tea and you won’t see characters like Clauthia Lovelace during our games.

  • Prudence Penitentiary has ceased to exist following the war. With the disappearance of Tabitha St. Mercy, taken into custody by the General during the last days of the war, the location once known as Killhouse has been well and truly finished. With no remaining function for the prison after the collapse of the San Saba Board, the fortress-prison has taken on new importance to the Militia and the Grave Council as a strategic fortification and not as a place of incarceration.

The remaining six factions of the San Saba have each experienced their own trials and tribulations following the War of Antlers.

  • The San Saba Republic has splintered further following the aftermath of civil war. The SSR is eager to return to a more peaceful life following war, the destruction at Essex, and the betrayals during the rebellion. With the Breaker of Crowns’ rage finally satiated with the collapse of the Board, many families that were broken and torn apart on the opposing sides of the rebellion are seeking reconciliation. With Boss Deb’s focus on rebuilding Essex, only a few of the Tribes remain in Essex, and many of their soldiers recruited during the war and their Houses have returned to their homes once more. With the Breaker dead, many of the factions have went their separate ways, still picking up the pieces of a vicious civil war.

  • The RRC is in crisis, as most of their fortunes were tied to the success of Felicity Redfield and the Board. Forced to abandon the outer Oxlines, they have taken a more conservative approach to survival after the collapse of the Board. A new CEO will need to be named in time, but the Ox is safe in Bravado for now. However, the families of Waking Prime have splintered with the rise of Bastion - some have joined the Mustang Loyalists in their new fortress-city, while others have remained in Essex and Bravado.

  • The Law Dog Union has established their relevance through the creation of several town charters across the area around Bravado. These new social contracts empower Marshals and Sheriffs to find new paths of redemption for criminals with the help of the Justices of Sin, and they have their work cut out for them. While Boss Wyatt has established an office for the Union in Essex, their agents roam the wasteland offering their services as investigators and beacons of stability in a lawless wilderness.

  • Following the death of General Rampart, Cassiopeia Stargazer has emerged as the leader of the Grave Council. With the help of the new Reckoner-General Solomon, the faction has diverted their expertise in necrology and the Grave Mind towards establishing a new Vault of Reckoning inside the strong walls of the fortress-prison formerly known as Killhouse. The new town charters have also redefined the grave tax for a new post-Board era, but the faction has a lot of work to do to rebuild their reputation.

  • The Junkerpunks are licking their wounds after the war, after being forced to retreat inland towards their new home of Drywater. After years of trying to appease the kinder elements of the Muddy Water Accord, the faction is ready for a clean break from law and order. Drywater has refused to sign a charter with the Law Dogs or the Grave Council, choosing to forge a new path ahead on their own. Will complete anarchy be a viable method of survival in the new lawless wasteland?

  • The Militia stands as the strongest military organization in the region, and has claimed the fortress-prison of Killhouse as their headquarters. Under the leadership of General Hargrave, the Militia now has to grapple with the unfortunate realities of a post-war landscape, including dealing with their veterans and the threat trained soldiers represent. How do they lay down their arms and return to a normal life without the purpose of serving in the rebellion? Who pays the bills now that the rebellion has been won? While many of their soldiers returned home, some remained behind to stand guard against the Mustang Loyalists, and others worry that the Militia will just find a new excuse to plunge Bravado into a new war against Bastion.

There’s still a few unknowns for how Factions and Society Memberships will function in a new DR Live world, but for now there are still plenty of stories to tell as we begin Season 6.

The Fog of Memories

One new story beat we’d like to introduce for Season 6 is the concept of the “Fog of Memories”. For our season of survival, we have added a new story effect to explain why the outside world no longer cares as much about Bravado as it did in seasons past.  This has no actual mechanical effect beyond what the players decide, but it is simply a cool narrative way to address continuity going forward.

Some suggest that the effects of capturing the Prince Undying within the Bravado Mortis appears to have created a strange phenomenon that is now impacting the residents of Bravado.  Others simply point out that without an organizing government like the San Saba Board, most folks tend to mind their own business. With travel being tougher across the San Saba, it’s easy for people not to want to risk a dangerous journey after all.

Regardless of the cause, it started small and sometime shortly after the Burning Season began. People began to forget Bravado unless they were actively living there or had some sympathetic tie to the town.  As it continues to worsen, people literally forget about the town unless they have a reason to remember it.  People with a strong connection or tie to the town like your characters are more resistant to the effect, but the effect increases the further you travel from Bravado. Every month, some new traveler arrives in town, surprised to find the town and even more surprised to find folks living there.

Much like something that is out of sight, or out of mind, it’s a subtle effect for most, and leads to small mistakes and forgetfulness that interrupts regular trade and commerce.  Repairmen forget to make the trip to check the rail lines leading into Bravado, and merchants accidentally miss the stop as they daydream about something else.  Important faction leaders focus on other settlements nearby, and don’t make it a priority to visit Bravado. For those that don’t live actively in the town, it’s as easy to forget as some small random town in another state could be in real life.  If someone brings it up, folks might have a spark of memory, but it quickly fades into obscurity when it fades from their attention.

  • There are no real mechanics for the Fog of Memories. This is simply a story element for how the town is being forgotten by the outside world. Think of elements like relationship decay, or nostalgia as a means to a story.  The themes here are not catastrophic, but just the distance that grows between ideas as time passes.

  • This is an optional story that your character can choose to have impact them, or simply choose to ignore it. If you don’t want it to affect your character, it doesn’t.  You get to decide if and how the Fog of Memories has affected your character. It’s entirely up to you, but this could be a great reason to update a back story, or wrap up some unfinished stories as you prepare for the new stories of DR Live. Maybe the amnesia you suffer can provoke some new character connections or let you start fresh as if you just arrived in town.

  • In general, this is not a problem that can be fixed. It’s simply a new part of life in Bravado, and it can have as much or as little impact as you want it to have on your character. It’s not something that research or a zone of mechanics will change.

  • You might encounter strange fog in Bravado from time to time, as we plan to use fog machines more in S6 as setting ephemera. The fog could have strange effects via certain zone of mechanics, but most of this effect is simply a background story.

I hope you are ready for some spooky stories in Season 6!

Wrap Up

That’s it for today. I hope you are ready to face the cannibals in November! We have some tough choices and deadly enemies to face as we finish out our last two games under the 3.0 ruleset.

We have some fun surprises in store for you as you are ready to try and survive the cannibal hordes of THE FUTILITY OF EVIL. Will you help the Cannibal Crown escape from the choices he’s made for power? Will you help the Malefactors recognize the folly of their philosophy, or will you answer their threat with violence? Will you survive being eaten alive by vicious cannibals?

Next week we will recap some of the Rules You Should Know, including a few familiar DR Live mechanics that will premiere a bit early during this event.

Tickets are on sale for our NOVEMBER event now! Don’t miss out!

See you soon Vados!

Changes in Season 6

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to the start of our new sixth Season and the first DR Live National Event! This week, I’ll be discussing some of the big changes you can expect in our game and story for Season 6!

Our photos for this post were taken from previous DR:TX events by our talented Photo Team, including Max Pohlmeier, Lauren Guzaldo, Sidney Betzina, and Jason Dumas.

The story for season six

Another deadly war has shook the foundations of Bravado, and the San Saba has settled into an uneasy and chaotic peace after the collapse of the San Saba Board.  Travel and communication across the area has grown more difficult, and towns turn their focus inward, towards their own fraught survival.  

It happened more quickly than many expected.  The outer rail lines that once reached as far as the Broken Coast and across the Dune Sea have been abandoned in favor of closer, safer routes between the immediate towns near Bravado and Essex.  Telegraph lines stripped for salvage and murdered postal runners mean that all but the most persistent communication between settlements has stopped, and the points of light at the edge of the map have dimmed.  Soldiers and mercenaries recruited for the war, now without a common cause, consider new allegiances, brutal banditry, or violent reckonings on rival settlements ill prepared for trained and well armed survivors at their gates.

In this new world, the implacable equilibrium of the wasteland churns onwards, reclaiming abandoned settlements in overgrowth, and damning once vibrant towns to destruction, returning the land once more to a lawless waste ruled only by what a survivor can claim for themselves.  Strange and dangerous raiders have overtaken the north, their war path marked by blood and the sounds of drum beats.  The dead have risen in even greater numbers, the Grave Mind turning the countless deaths of the War of Antlers into new and more deadly variants, bent on feasting on living flesh.

The factions of the San Saba have been broken and worn by the war, but each has consolidated what remains of their fortunes closer to the new heart of the San Saba, Bravado.  While it should be a new shining beacon on a hill, a pervasive sense of insignificance has rendered the town forgettable and alone, a ghost town tucked into a forgotten corner of the region.  A fog of memories, casting a shroud of forgetfulness and absence has settled over Bravado, perhaps a last dying gasp of an ancient terror trapped within or perhaps just the unfortunate reality of a world that has moved on after the fall of the Board.  As the town wanes in importance, new rivals flourish nearby, threatening to complete the fall into obscurity for our humble home.

Forgotten and left to decide their own future, our survivors face the harsh and horrific realities of survival in the wasteland.  Now, once easily secured resources like power, clean water, food, fuel, and scrap are in question, and the lean and hungry eyes of your fellow survivors seem not quite as friendly as before.  The future promised by the San Saba Board may be dead, but perhaps a new future can be forged from the ashes for the survivors that call Bravado home…

Changes, Changes, Changes..

Every season, we get together with our incoming Storyteller team to craft the overall story for the next year. We assign some of STs to be the “Overarch ST” for certain games, while others are led by Heather, myself, and the rest of the Admin team. As we build the narrative for the new season, we also try to include some updates to our setting, our rules, and our plans for the next games.

In our tradition of Radical Transparency, one big upcoming change we need to account for is the new license structure that we moved to at the start of the year. Our stories over Season 6 will need to adjust to a new scope of story, as we have less ability to impact the larger setting outside of our hometown in the new licenses. I first talked about this in a blog post from last season, so it shouldn’t be that big of a surprise if you’ve kept up with the blogs.

This means we need to collapse our story area down to adjust to the new scope, but luckily for us we started this back during Season 5. With the end of the War of Antlers, we’ve created the perfect story for these changes and a reason to explain some of our new focus. Many of the changes I’ll discuss below are ultimately in service of either meeting this new scope of license or preparing for the launch of the new edition, and I’m excited about getting to refocus our stories back to Bravado.

Over the next few weeks, you’ll see a lot of these changes reflected across the website, so keep checking back as we get closer to the first game of the season. I’m slowly updating all the pages on the website, but it’s a work in progress.

Here’s the main topics of change for this blog:

  • Wasteland Changes

  • Sunsetting Custom Mechanics

  • Updates to the Bravado Setting

  • The fog of memories

  • Faction Updates & Changes

Let’s get started!

Wasteland Changes

The new edition of DR Live updates the CVC Rules considerably, and we want to pave the way for this new world of character vs character conflict in advance of the transition. One of the changes you can expect to see this season is an expansion of the “Wasteland” area of Bravado. While this change will bring our CVC systems a bit closer to the ones used in the new edition, it will also help reinforce the major societal changes that have occurred in our story as we collapse our story back to our hometown.

With the absence of the San Saba Board, there’s a lot of questions in Bravado and the nearby towns about what law and order actually means. While Bravado signed a new charter with the Law Dogs and the Justices of Sin, not every town agreed to a need for laws. General anarchy and lawlessness in the areas beyond settled towns has led to a rise in bandits, raiders, and other threats outside of civilization. As this wasteland grows, so too does the wasteland in our town.

  • Effective starting in September, the Wasteland will cover the entire Camp Bluebonnet Site. This means that you will only need a Guide for CVC actions that involve Infection changes. We still recommend a Guide for general theft, but that cool in-character confrontation can result in a rowdy brawl without breaking character to grab a Guide.

  • The Civilized areas of the camp will include bathrooms, the Kitchen inside the Depot, and Oak Cabin, our medical sleep area. These areas should not include CVC for any reason without explicit consent, per the CVC rules in the core book.

In practice, this doesn’t change much for our game. We’ve had well over half of the campsite as Wasteland for a few years now, so this only adds a few more buildings to the mix. We have a great CVC culture established in Bravado, and this change will help us smooth out the rough spots in advance of our transition to DR Live. If you have any questions or concerns about this, feel free to give us a shout at info@dystopiarisingtx.com.

Sunsetting Custom Mechanics in DR:TX

With a big shift for the new edition coming, our big focus this season will be on reducing the mechanical complexity in our games. Over the years, we’ve introduced a lot of custom mechanics, custom threats, custom blueprints, and more, and it’s time we get back to the basics. One big part of the new edition change is that we will not be able to introduce new custom mechanics for about the first year of play as part of our new license. This change means we’d rather start to wean our players off these custom mechanics early, rather than adding to the culture shock of the new edition.

The following custom mechanics will be sunsetted during our upcoming season. As of the end of September 2024, the following mechanics will be removed:

We are planning one last hurrah for these custom mechanics during our September event, THE FALL OF THE SAN SABA BOARD, including new ways to spend your remaining SES credits, use and purchase Faction Items, and use your other cool custom items. Stay tuned as we start the lead up to our September event to learn more!

Any existing local item cards or blueprints obtained in September will still be usable through the end of the 2024 year, ending with our game in December. Since all Local Mechanic Cards normally have an expiration date of 3 months, this will mean that you can still use the items for all three remaining 3.0 games we have planned for 2024 (since our October National DR Live event won’t use 3.0 item cards). At the end of the year, these items will be fully removed from our game.

Our Work Orders and Research mechanics will continue through the end of the year, but you can expect a few updates to the Work Orders in the absence of the San Saba Board. We expect Work Orders to continue into DR Live, but the Research mechanics will be replaced with the rules in the Player’s Guide once the new edition launches. For now, you can still research your hearts out!

the scope of the Bravado Setting

Last season, we saw some tumultuous events take over the San Saba with the rebellion against the San Saba Board and the War of Antlers. Cities were attacked, settlements were scattered, rail lines were destroyed, major NPCs were killed, and big enemies faced down our plucky survivors. This general chaos will be the story element behind our changes to the scope of story for Bravado, and there’s been a few updates of note for our setting.

As a general rule, our scope of story only stretches to about 10-ish miles from our town of Bravado. We are making a few changes to the area around Bravado in a bit of a ‘timey wimey wibbly wobbly’ fashion, so some of the distances between certain places are… shifting a bit. Don’t worry, it’s always been that way, or so the Grave Mind told me. All those maps were just a bit off in the scale, that’s all…

This is real world map of the area near our fictional town of Bravado. The circle is a 10-mile radius and represents the new scope of the area our stories can include.

This means that far away areas like Barogue, Widow’s Peak, the Clutch, Star City, Fort Worthless, the Dune Sea, and even Essex will need to take a step back from our story as we continue. These places won’t necessarily stop existing in our story, but they will fade in priority as we shift our focus closer to Bravado. It also means some of our player story areas like Lucky Town and Falken Castle will likely remain in the background going forward. I’ll have a shiny new in-character map of the nearby areas to share with you soon, but for now let’s cover the major landmarks nearby our town in the updated setting.

  • Bravado

    • The home of our story and the center of our setting. Our season 6 story will detail the challenges of survival in the wastes, and the calamities that face our humble home. The Railroad Conglomerate keeps their primary maintenance yard for the Ox at the Bravado station and remains a powerful influence on the town while harvesting scrap and resources from the facility below the town.

  • Tremorsands Post

    • The last outpost before the Dune Sea is still a source of most of the Oxblood for the RRC’s remaining Oxlines. While the rail across the Dune Sea has been abandoned in favor of more reliable and defensible lines closer to Bravado, Tremorsands is a welcome oasis for travelers that brave the journey westward. The RRC outpost allows for an early warning against the dangerous raider tribes moving in from the north.

  • Morgan’s Folly

    • East of Bravado are the ruins of the area formerly considered Temple and Belton which is now a dangerous no-man’s land between the major settlements near our hometown. Home to bandits, critters, and the occasional raider war party, the area is mostly lawless and ignored. Stories of criminal gatherings and masked cultists are probably nothing more than rumors.

  • Essex, the City of Light & Sound

    • We’ve put a lot of stories over the years into Essex and didn’t want to leave this town to be forgotten, but it was a bit outside of 10-mile range. It’s always been a short train ride from Bravado in our story, so now it’s simply a bit closer to our hometown. During the last days of the war, Arthur Lovelace turned his artillery onto the town itself, so much of the city is in ruins and many of the former residents have been scattered. Boss Debs and the remaining members of the San Saba Republic have promised to rebuild the city, but it’s going to be several years before Essex recovers. Boss Wyatt has taken an office in the city, and dispatches members of the Law Dog Union to enforce the various town charters across the area.

  • Drywater

    • The nearby port and home to the remaining Junkerpunk fleets is a staunch ally of Bravado. However, the residents of Drywater have resisted the influence of the Grave Council and the Law Dog Union and has decided to forge their own path without the need for laws or oversight, or morgue maintenance. After years of trying to fit in with the other factions, the Junkerpunks have returned to their rebellious roots.

  • Bastion

    • A resurgent force and rival to Bravado, the nearby fortress is a looming presence on the entire San Saba countryside. The Mustang Loyalists have established a new stronghold atop the remains of the crashed airship formerly known as Waking and are hard at work establishing the Wells Society Initiative, a plan to deal with the radioactive exclusion zone that surrounds the city.

  • Killhouse

    • The headquarters of the new Bravado Militia, the prison turned fortress weathered the storm of the war thanks to the leadership of General Hargrave Moss-Iverspiit. The remaining soldiers loyal to the Militia have established a base of operations inside the fortress and have partnered with Reckoner-General Solomon and the Grave Council in establishing a new home for the Grave Bureau inside the former prison’s depths.

While our October National Event will take place inside the town of Bastion, most of these nearby settlements will remain off-camera for our season. You’ll probably interact with NPCs, faction leaders, away mods, and other threats that involve these locations, but the main focus of our story is on Bravado proper. While our story of survival is focused on Bravado, there’s still some allies and enemies of note nearby.

The Fog of Memories

One new story beat we’d like to introduce for Season 6 is the concept of the “Fog of Memories”. For our season of survival, we have added a new story effect to explain why the outside world no longer cares as much about Bravado as it did in seasons past.  This has no actual mechanical effect beyond what the players decide, but it is simply a cool narrative way to address continuity going forward.

Some suggest that the effects of capturing the Prince Undying within the Bravado Mortis appears to have created a strange phenomenon that is now impacting the residents of Bravado.  Others simply point out that without an organizing government like the San Saba Board, most folks tend to mind their own business. With travel being tougher across the San Saba, it’s easy for people not to want to risk a dangerous journey after all.

Regardless of the cause, it started small and sometime shortly after the Burning Season began. People began to forget Bravado unless they were actively living there or had some sympathetic tie to the town.  As it continues to worsen, people literally forget about the town unless they have a reason to remember it.  People with a strong connection or tie to the town like your characters are more resistant to the effect, but the effect increases the further you travel from Bravado. Every month, some new traveler arrives in town, surprised to find the town and even more surprised to find folks living there.

Much like something that is out of sight, or out of mind, it’s a subtle effect for most, and leads to small mistakes and forgetfulness that interrupts regular trade and commerce.  Repairmen forget to make the trip to check the rail lines leading into Bravado, and merchants accidentally miss the stop as they daydream about something else.  Important faction leaders focus on other settlements nearby, and don’t make it a priority to visit Bravado. For those that don’t live actively in the town, it’s as easy to forget as some small random town in another state could be in real life.  If someone brings it up, folks might have a spark of memory, but it quickly fades into obscurity when it fades from their attention.

  • There are no real mechanics for the Fog of Memories. This is simply a story element for how the town is being forgotten by the outside world. Think of elements like relationship decay, or nostalgia as a means to a story.  The themes here are not catastrophic, but just the distance that grows between ideas as time passes.

  • This is an optional story that your character can choose to have impact them, or simply choose to ignore it. If you don’t want it to affect your character, it doesn’t.  You get to decide if and how the Fog of Memories has affected your character. It’s entirely up to you, but this could be a great reason to update a back story, or wrap up some unfinished stories as you prepare for the new stories of DR Live. Maybe the amnesia you suffer can provoke some new character connections or let you start fresh as if you just arrived in town.

  • In general, this is not a problem that can be fixed. It’s simply a new part of life in Bravado, and it can have as much or as little impact as you want it to have on your character. It’s not something that research or a zone of mechanics will change.

  • You might encounter strange fog in Bravado from time to time, as we plan to use fog machines more in S6 as setting ephemera. The fog could have strange effects via certain zone of mechanics, but most of this effect is simply a background story.

I hope you are ready for some spooky stories in Season 6!

FACTION UPDATES & CHANGES

The War of Antlers had some big impacts on our story, and virtually every faction was impacted by the conflict in a pretty significant way. Our stories of season 6 will determine the fate of some of the factions, and even introduce some new characters to the story. In the same way this will be a bit of a season of transitions as we get ready for the launch of DR Live, this year’s story will continue with the aftermath of the war that nearly ended the town of Bravado.

We will be updating our Faction pages over the next few weeks, so here’s the major changes to expect:

  • The Factions of the San Saba have lost much of their influence in the region, and many of these groups have new NPC leadership, new headquarters, and new objectives. Money is tighter, and many have had to spend vast resources relocating or rebuilding after the events of the War of Antlers. This is one story reason the Faction Buy Lists will be sunsetted, but overall the ability of a faction to influence a wide area of the San Saba has been severely reduced following the war as part of our new license structure.

  • Two factions will be exiting our story, the Widows of the Lone Star and Prudence Penitentiary. These Society Memberships will be removed from character sheets going forward.

  • One new faction will be introduced, The Bravado Militia, representing the remaining soldiers and troops recruited during the War of Antlers. Players that served as commanders during the war can add this Society Membership to their sheets for free.

Here’s a bit of a story update on the various Factions, and we will expand on this on the website and during our Season 6 stories.

  • The Widows of the Lone Star have been driven out of Widow’s Peak and have now joined the Criminal Factions of Bravado. They are no longer a full faction, as their story really concludes in September with the final confrontation against Arthur Lovelace. While some stories will continue in the background, particularly for characters in Murder Inc, we won’t have regular events like Widow’s Tea and you won’t see characters like Clauthia Lovelace during our games.

  • Prudence Penitentiary has ceased to exist following the war. With the disappearance of Tabitha St. Mercy, taken into custody by the General during the last days of the war, the location once known as Killhouse has been well and truly finished. With no remaining function for the prison after the collapse of the San Saba Board, the fortress-prison has taken on new importance to the Militia and the Grave Council as a strategic fortification and not as a place of incarceration.

The remaining six factions of the San Saba have each experienced their own trials and tribulations following the War of Antlers.

  • The San Saba Republic has splintered further following the aftermath of civil war. The SSR is eager to return to a more peaceful life following war, the destruction at Essex, and the betrayals during the rebellion. With the Breaker of Crowns’ rage finally satiated with the collapse of the Board, many families that were broken and torn apart on the opposing sides of the rebellion are seeking reconciliation. With Boss Deb’s focus on rebuilding Essex, only a few of the Tribes remain in Essex, and many of their soldiers recruited during the war and their Houses have returned to their homes once more.

  • The RRC is in crisis, as most of their fortunes were tied to the success of Felicity Redfield and the Board. Forced to abandon the outer Oxlines, they have taken a more conservative approach to survival after the collapse of the Board. A new CEO will need to be named, but the Ox is safe in Bravado for now. However, the families of Waking Prime have splintered with the rise of Bastion - some have joined the Mustang Loyalists in their new fortress-city, while others have remained in Essex and Bravado.

  • The Law Dog Union has established their relevance through the creation of several town charters across the area around Bravado. These new social contracts empower Marshals and Sheriffs to find new paths of redemption for criminals with the help of the Justices of Sin, and they have their work cut out for them. While Boss Wyatt has established an office for the Union in Essex, their agents roam the wasteland offering their services as investigators and beacons of stability in a lawless wilderness.

  • Following the death of General Rampart, Cassiopeia Stargazer has emerged as the leader of the Grave Council. With the help of the new Reckoner-General Solomon, the faction has diverted their expertise in necrology and the Grave Mind towards establishing a new Vault of Reckoning inside the strong walls of the fortress-prison formerly known as Killhouse. The new town charters have also redefined the grave tax for a new post-Board era, but the faction has a lot of work to do to rebuild their reputation.

  • The Junkerpunks are licking their wounds after the war, after being forced to retreat inland towards their new home of Drywater. After years of trying to appease the kinder elements of the Muddy Water Accord, the faction is ready for a clean break from law and order. Drywater has refused to sign a charter with the Law Dogs or the Grave Council, choosing to forge a new path ahead on their own. Will complete anarchy be a viable method of survival in the new lawless wasteland?

  • The Militia stands as the strongest military organization in the region, and has claimed the fortress-prison of Killhouse as their headquarters. Under the leadership of General Hargrave, the Militia now has to grapple with the unfortunate realities of a post-war landscape, including dealing with their veterans and the threat trained soldiers represent. How do they lay down their arms and return to a normal life without the purpose of serving in the rebellion? Who pays the bills now that the rebellion has been won? While many of their soldiers returned home, some remained behind to stand guard against the Mustang Loyalists, and others worry that the Militia will just find a new excuse to plunge Bravado into a new war against Bastion.

There’s still a few unknowns for how Factions and Society Memberships will function in a new DR Live world, but for now there are still plenty of stories to tell as we begin Season 6.

wrap Up

That’s it for today, Vados!

Tickets will be on sale soon for our September event, THE FALL OF THE SAN SABA BOARD, and you can buy tickets right now for our National Event, DOWNFALL! Don’t miss out on your first chance to play a whole weekend with the new DR Live rules and explore the nearby rival town of Bastion during our National Event.

Next week, we will start our coverage of the September event and finish our two-part story we started in May. Find out more about what Arthur Lovelace has been up to over the Burning Season, and what his burning revenge will mean for Bravado next week!

See you soon, Vados!

Age of Rebellion

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our March live event GIFTS OF SUFFERING! This is our next ST led over-arc game, led by Andrew Harper. Each week, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering some of the major settings changes from last event, as well as some other updates for our March game!

Our photos for this post were taken from previous DR:TX events by Jason Dumas.

Boss Debs and Malorous Mab meet with the Bravado representative, Ace.

The REsults of “The Breaker of Crowns”

During our event last month, we presented several important CHOICES about the fate of the San Saba to the town of Bravado. With all the charm and stubbornness we’ve come to expect from Bravado, our folks stepped up to the challenge and made some big decisions that will have a continuing impact on our setting going forward. There’s a reason the Bravado (and Texas) Motto is “Come and Get It!”.

Let’s get the biggest choice out of the way - the town of Bravado has DECLARED a full REBELLION from the San Saba Board.

We’ll cover what this means in game in a moment, but let’s first discuss how we got to this point.

During this event, we had several prominent NPCs in play that could each be interacted with to influence the decision of the event towards, WAR, PEACE, or REBELLION. Each of these NPCs had an agenda they wanted to achieve, some secrets they had to hide, and some deals that could be struck. We talked about these specific faces in a previous blog post, but here’s a reminder:

  • The Breaker of Crowns - The leader of the Oxkiller Alliance, she has had a significant presence in town over the season so far. She’s attacked folks during the first game as they completed Liquidation Runs into Waking, crashed the Tribe of Seasons meetings, and even fought alongside Boss Debs against the Nightmares. She was the most interested in a chance of REBELLION, but wanted the town to prove their willingness to stand up and speak truth to power. This character was portrayed by Ace Sexton.

  • Ahote, the Restless - The mentor of the Breaker, this Natural One leader appeared for the first time in the live space and kept his cool throughout the Summit. One of the agents of PEACE for the Oxkiller War Party, he was the most interested in hearing what the town had to say about about a path forward, particularly for how they would hold people accountable for crimes committed during the war. The character was portrayed by David Rios.

  • Marcus Remington - The Minister-General for the Star City faction of the Mustang Loyalists, Remington was a divisive figure. The most eager for WAR or REBELLION, Remington was more focused on setting rules of engagement for future conflicts and ignoring the long history of violence the followers of Mustang have committed against the people of old Bravo. He also had a part to play in a serious betrayal, but ultimately wanted to wage war against the Chairman and the crashed city of Waking Prime. This character was portrayed by Ariel Patrick-Munoz.

  • Carina Astora - The “Saltwater Sweetheart”, Carina has been a terror of the Spoiled Coast for quite some time. First appearing during our online Junkerpunk event, THE CERTAINTY OF TIDES, Carina is the leader of the Junkerpunk organization known as the “Clearwater Accord”. A known pirate, terrorist, and general anarchist, she kept to her divisive nature through the event and towards a cause of WAR. This character was portrayed by Kiara Everlen.

  • Lucy “Boss” Debs - The leader of the San Saba Republic, and representative of the Local 727, Boss Debs has been a recurring NPC in our events. She was the titular character of the Summit, hosting her cousins in the Oxkillers in the ancient rituals of her tribes despite the threat of treason against the Board. Boss Debs was a powerful advocate of PEACE, even under the threat of death. This character was portrayed by Barbara Vold.

  • Malorous Mab - One of the only open Final Knights of Essex, Malorous Mab stands as the Spymaster for San Saba Republic, and for the Cali*Co Caravan. Regal and mysterious, the Accensorite always has another scheme in the background, and knows which strings to pull to get her way. Mab has always been an agent of chaos, but always seems to come out on top, whether it be in WAR or PEACE. This character was portrayed by Liz Harvey.

Each of these characters brought information, agendas, and secrets into play, and our characters still made some interesting choices on how to solve the crisis of the Summit.

The Breaker and Ahote consider the town’s offer at the Summit.

The Choice Points

During the game we had several planned CHOICE POINT events that occurred. Each choice had WAR, PEACE, or REBELLION choices that could be made, and up until the final night of the game, the choice for Peace was leading the way. A decisive stand against the forces of the Board at the Dive on Saturday night set the stage for several decisions in quick succession that led to Rebellion.

Choices for Peace

  • The Oxkiller War Party Arrives: One of the first few choices dealt with Friday night was “How does the town treat the Oxkiller ambassadors?”. The town treated the Oxkillers on Friday night with respect, and even went out of their way to help the Oxkiller War Party escape out the back door when Zombies attacked the Depot.

  • Zombie Ambush: Presented with an option to just let the War Party fend for themselves, the town protected their guests. Even with blood scented threats tunneling towards the Oxkillers, the town jumped in the way of the trouble and defended their promise to keep the peace during the Summit.

  • The Rescue Mission: After the disastrous rout at Barogue, the Militia found a way to retrieve their captured commanders from the Prince Undying via a Mortis procedure. Taking a force of Vados into the Nightmare, they rescued not only the captured Militia leaders, but saved an Oxkiller commander as well.

  • The Loyalist Demands: The Oxkiller War Party NPCs each had a series of demands and concerns to address during the Summit. The Mustang Loyalists demanded the right to conquer Waking and came to an uneasy truce with the town. While most of their terms were met and the faction is not at outright war with Bravado, the town still has plenty of reasons to be suspicious of Remington and his Fallow Hope forces.

Choices for War

  • The Summit Negotiations: The Summit arrived on Saturday afternoon, and the town heard the various demands of the Oxkiller representatives. They considered grievances, talked about solutions, but ultimately there was conflict on how exactly to proceed. Some advocated for war, while others advocated for peace, while others still suggested open hostility against the Chairman and the San Saba Board.

  • The Clearwater Demands: The Oxkiller War Party NPCs each had a series of demands and concerns to address during the Summit. The Clearwater pirate queen demanded an exorbitant ransom to pursue peace but was rebuffed at every turn. The town was openly hostile to Carina and refused any demands she made, causing her to leave in an explosive exit as she convinced several dusters to bomb Anyport and destroy the docks at Bravado.

Choices for Rebellion

  • Publicly Defending the Oxkillers: Not only did players publicly defend the Oxkillers, and advocate for a refusal of the Board’s terms of war, the Summit simply proved how many were willing to spit in the eye of the Board. Not only did they defend the Oxkillers against another strange zed attack, but many of the townsfolk even signed a contract with the Breaker agreeing with her terms to defy the Board and the Chairman, Arthur Lovelace.

  • The Foiled Mustang Plot: The Oxkillers were not entirely harmonious, as a secret plan to murder the Breaker was uncovered by the town. Putting one of their own in a disguise as the Breaker, they stopped the assassination and prevented the death of the Oxkiller leader at the hands of her so-called allies. This was one of the major crises that swayed the Breaker towards Rebellion, though she is not yet in a position to truly act against Remington. With her people still in Star City, the Breaker will need time to consider her next steps with the Loyalists.

  • The Oxkiller Demands: The Oxkiller War Party NPCs each had a series of demands and concerns to address during the Summit. The town was able to agree to a series of treaties and contracts with the Breaker and Ahote, promising fair treatment of those accused of war crimes and giving them time and space to negotiate with respect and honor. Both Oxkiller leaders were impressed by the commitment of the town, and have sworn themselves as new allies.

  • The Grave Council Influence: While the true implications of this secret have yet to be leveraged, the town discovered the Reckoner’s influence on the strange zombie behavior in town during the Summit. They disrupted a strange ritual to control the zombie hordes from afar, defeating General Rampart and killing the villainous Board member in an act of open defiance against the Board.

  • The Arrest of Boss Debs: The true moment of Rebellion occurred Saturday night, as the Waking Intelligence Service arrived to arrest Boss Debs for her clear acts of treason. As one, the town told Lawrence Graves and his paid thugs to fuck off, ignoring the orders from the Board to strip Debs of her power and title. With a hoot and holler, the town cheered its first step towards a new age of Rebellion.

With those Choices in mind, let’s cover what happens next…

A Map of the Contested San Saba Territories, as of March. Key: Purple for Rebellion, Pink for the Nightmare, Green for Board, Blue for Clearwaters, Yellow for Loyalists, Orange for Neutral

continuity & Settings Updates

With such a monumental decision for REBELLION comes a bit of an update for our various factions and personalities of the San Saba. Let’s cover the various events that your characters should know about as you enter into our March event, GIFTS OF SUFFERING.

The Current State of Affairs

  • Bravado is in open Rebellion against the Board, based on player decisions in February. The Board has declared Bravado an enemy of the San Saba and declared that they are all traitors under the Wartime Powers of the Charter.  Not every faction is willing to respect this claim entirely, but all are wary of the consequences of dealing with Bravado in an official capacity. The new Rebellion took most of the Board’s active military forces with them, except for the few mercenary and Grave Council units loyal to the Board.  The Board will need some time to respond to the other threats they are facing, and Bravado can exploit that time to prepare. Many of the factions have even sent rebels to join the Bravado resistance as new military units.

  • Bravado is under a blockade and siege by the remaining forces of the Reckoner Legion, led by Reckoner-Commander Grant. The Board has severed telegraph lines, stopped the trains from running into Bravado, and generally cut off the town from outside support until this force can be defeated. Travel into and out of Bravado is extremely difficult, and access to common trade routes is hampered. The ports and access to the waterways at Bravado and Drywater were attacked by the Clearwater Pirates on the way out from the Summit and heavily damaged.  Support from Drywater or the Longberths will require repairs and help from Bravado to fix the damage.

  • The Mustang Loyalists under Marcus Remington are in military control of Waking, but are not necessarily enemies (yet).  The Loyalists are currently working on pacifying the city and any remaining resistance.  The remaining RRC presence is limited to a few refugees that are either fighting back or trying to survive the occupation.  The Loyalists are expecting a counter-offensive from the remaining Board forces, and are preparing for a battle.

  • The Chairman escaped Eureka Tower in his private airship during the occupation of Waking, along with a few of the loyal Pureblood family heads and fled to Essex.  Essex is now occupied by the remaining Board forces and has become the new home of the San Saba Board. The Board controls most rail and water traffic out of Essex, but the city has reached an uneasy cease fire amid martial law.  Most of the actual resistance has either gone underground, or has fled the city with the forces of the Rebellion.

  • Carina Astora has escaped to the Spoiled Coast and is a general nuisance, but she has few interests in returning to Bravado.  The Clearwater Pirates and most of their forces have broken their alliance and taken their resources and troops with them to the south. The Board has declared the Coast a lost cause as they can no longer properly defend it against the Pirates with their remaining forces. The Junkerpunks are now on their own and Sinker Swim has returned home to the Clutch in preparation for the eventual attack.

  • The Law Dogs joined Boss Debs in her rebellion against the Board, following Boss Wyatt’s public defiance of Lawrence Graves and the Waking Intelligence Service.  Most Law Dogs have followed Wyatt, but a few rogue agents still exist in the Board’s employ. While the town is facing anarchy, the Law Dogs have a plan to sign a new Bravado Charter to establish some common sense laws and rules for the town with the help of the Justices of Sin.

  • The Grave Council is in a quiet civil war following the revelations of February about General Rampart.  The Mystagogues and even parts of the Reckoners are frustrated and ready to end Rampart’s hold on the faction, but need assistance to have him removed from power politically.  Cassiopeia, head of the Quiet Path, has presented herself as a voice of reason, and has kept open conflict between the faction from erupting.

Let’s talk about some of the ways these continuity updates will be reflected in game through Rewards & Consequences

Marcus Remington (left) and Finnegan listen intently during the Summit.

Consequences & Rewards of Your Choices

We clearly have some exciting times ahead of us. Let’s cover some mechanical changes to be aware of as we continue our season.

The Bravado Blockade

  • Uses of Trade Connections or Sailing Buy Lists will be limited during this event until the Blockade is broken. Connection with the greater San Saba is extremely limited as long as the Reckoner army is on the door step and Carina’s sabotage of the docks remains.

  • The Blockade can be broken by defeating the Reckoner armies during the war game phase on Saturday night. The docks at Anyport and Lake Bravo can be repaired via a Zone of Mechanics during this event.

Radiation Penalties are Gone!

  • Research was completed to contain the worst of the Radiation from Waking.  While the city is still deadly, the surroundings are now causing less damage to the environment.  The hard work and countless Crafting Components worked into the soil have returned most of the town back to normal. Well, as least as normal as the wasteland can be.

  • Scrap and Herb are returned to normal expiration dates!

Waking is Occupied by the Loyalists

  • Liquidations Runs into Waking will require more subterfuge to avoid Loyalist attention, while rescuing innocent survivors caught there by the siege.

  • Radiation is still a worry on the outskirts of the Exclusion Zone, but incursions inside the city will require Stealth to avoid Fallow Hope patrols.  The focus of these runs will be more focused on evacuation, infiltration, or sabotage, rather than surviving the radiation.

Morale Boost

  • Every LC in Bravado, once per game, may spend 1 Resolve to declare “Is that all you got?!” and stand back up from Bleed Out with 10 Body, as the fighting spirit of Bravado is stronger than your fear of death.  This effect lasts until the end of the season.

Welcome to the Age of Rebellion, Vados!

Wrap Up

That’s it for today! I’ll be back on Wednesday with our customary “Rules You Should Know” post for Wednesday, covering a few last minute details about the GIFTS OF SUFFERING and what awaits you this weekend. Will you help Brother Agony prove his point, or will you defy his machinations? Will you claim one of the Crowns of Suffering for yourself, or will you help destroy them? What will be your role in this new Rebellion, and the shiny future ahead?

Let’s find out together, as we experience all the gifts the Final Knights have to offer!

See you soon, Vados!

The Story So Far...

Howdy Vados!

It’s Heather here with another story update, leading up to our February live event THE BREAKER OF CROWNS!  This is our next game, led by Jonathan Loyd and Heather Halstead.  Each week, we’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering the story so far, leading up to the event.

  • TICKETS FOR OUR FEBRUARY EVENT ARE ON SALE NOW! GET READY for DEADLY POLITICS AND EVEN MORE ZOMBIES!

  • We are hosting a Discord Q+A this FRIDAY, Feb 2nd, at 7pm CST.

    • Join us in the Bravado After Party Discord server to talk about the latest updates on the game, network, and chapter changes. Have questions? Our goal is total transparency, so no question is too small! Feel free to submit them in advance through the provided link or ask them during the live session.

  • If you had a great experience at our last event THE RED DEATH or had some suggestions for how we can improve, we’d love to hear from you!  Did you survive the Nightmares of the Prince Undying?  Did you translate the strange monolith in the crossroads?  Did you meet a lost loved one when the dead returned?  What did you like best?  What memories did you make? How was your NPC shift?  Did another player impress you?

Our photos for this post were taken from previous DR:TX events by our talented Photo Team, by Max Pohlmeier, Lauren Guzaldo, Jason Dumas, Sid Betzina, and Maddeax Khole.

The Story so Far…

To shake off the frost of The Long Night, we wanted to give everyone a recap of this season’s story so we can all go into the next event with a fresh knowledge of How We Got Here. Not every plot point will be summed up in this post, but we’ll get into the broad strokes!

August: The Undying PRINCE

(This was our online game over the summer, and technically our first event of the season!)

Here was the premise we shared for this event:

Lake Bravo boils.  

A lone white Obelisk stands undisturbed in the lake, the beacon that first drew delvers to the ruins underneath Bravado.  A blackened monolith in the Dune Sea, once used as a waypoint through the desert begins to hum.  A tree, formed of flowing stone in the center of Essex, begins to corrode.  Unborn throughout the San Saba wander into the desert, mindlessly following the ‘music of the spheres’, a song unheard by any other strain.  The melody seems to call them all towards the lost city of Barogue.

Amid the new threat of these monuments is the rising tension from the North. War is coming to the San Saba, and the new leader of the Oxkiller Alliance has declared Barogue a “profane monument of hubris that must be destroyed”. The technophobic zealots have moved their forces into the desert to deny the Board and the San Saba Territories a valuable route to the Broken Coast, a rattling saber heralding further conflict.

Legends and folklore still speak of The Prince Undying, the last leader of the lost city of Barogue before its fall, and whisper of his purpose in these strange objects. The Railroad Conglomerate has demanded the phenomenon be investigated, and the potential threat neutralized, before it interferes with forging a bright new future.

Barogue is the answer. 

So the Vados found their way inside the ancient city once again. The Obelisk in question locked away. But that didn’t stop them for long, and soon not only was the Obelisk, known as The Gate of Worlds, reached, but a man, claiming to be The Prince Undying, was awoken. 

Disoriented and confused, Vados and other survivors from around the wastes worked tirelessly to translate his language into something understandable. At the same time, traveling deeper into the mysterious city, encountering not only Resonant Raiders, but strange, new nightmarish threats that, at first, only appeared at the corners of their vision. Moving shadows, quiet malevolent whispers. They soon discovered no one could leave Barogue, and suddenly their mission had a new objective: escape.

Now able to communicate, the Prince voiced his fear for his lost people, and begged the wastelanders to go deeper and retrieve the fragments of his precious crown, to help set the wastelanders, and his people, free. But deeper meant more dangerous. Deeper is where the Nightmares would be unleashed.

Beset by the horrifying figures, but undeterred, The Wastelanders aided the Prince in creating a procedure to implant the Shards of the Red Crown into their bodies to go beyond the veil and into the Realm of Nightmares, a deep, deep layer of the Mortis Amaranthine, to finally escape the sealed city. They twisted their own minds and fragmented reality to fall into the Nightmare, overcoming their darkest fears, and vaulting through The Gate of Worlds opened by the Prince and into the hot sands beneath the Lonestar Skies. The Wastelanders were free, but the Prince Undying was nowhere to be found.

While the focus was on Barogue, the small settlement at Barogue was nearly destroyed by a surprise attack by the BREAKER OF CROWNS, the new leader of the Oxkiller Alliance. After spending the last year preparing, this new enemy attacked the northern corners of the San Saba, claiming the cities of Fort Worthless and Star City as their new home territory, annexing it by force from the Board. The assault was relatively bloodless, with the Oxkillers gaining a new alliance with the forces of Star City, the Mustang Loyalists. This was a clear act of escalation and war, and it was up to the San Saba Board to act next.

September: Beneath The Corpse of Waking

Here was the premise we shared for this event:

The San Saba Board has been bloodied with the fall of Waking.  Never before has the San Saba Board’s power been challenged so successfully as the fall of Waking Prime.  Despite the threat of strange Obelisks and the impending struggle against the dangerous Oxkiller Alliance, the Board is focused instead on containing the crisis that is the barely landed wreck of Waking Prime.

The wreckage of Waking Prime lays burning with fire and radiation on the doorstep of Bravado, leaching into the water, the soil, the Gravemind and the hearts of people who rely on the land for survival. The devastation is immense, and the clean up efforts will need to be just as extensive to restore the land to its previous state.

But beneath the corpse of the once mighty flying city is a brewing problem.  The morgues are churning forth the undead in larger numbers than before, bringing back creatures that have been unseen since the Hiway War alongside the threat of radiation sickness.  Somewhere within the underbelly of the city is the answer to stop the horde of undead, but the radioactive husk of Waking is lethal to even Retrogrades.  

To fix the problem, the Railroad Conglomerate has contracted a series of Liquidation Runs into the corpse of the city for any brave enough to risk the delve.  Brave the deadly radiation, get out alive, and you will be handsomely rewarded.   However, the deadly threat of radiation kills more surely than the claws of a zombie or the cruel ax of a raider.  

A certain and insidious death awaits those runners that tarry too long on their mission, get trapped by the undead, or get lost in the maze-like pathways inside the city.  Stay too long on a liquidation run, and no amount of medical assistance or meals will save you.  If you survive the lethal radiation, you’ll still have to contend with the raiding parties of the Oxkiller Alliance trying to stop any from saving the monument of the Board’s failure.

Can you survive beneath the corpse of Waking?  Can you stem the tide of radiation and undead before it is too late?

During this event, the Railroad Conglomerate contracted a series of Liquidation Runs into the corpse of the city for any brave enough to risk the delve… and delve you did. During a run, the town had to survive deadly radiation to complete a series of tasks in under 10 minutes. Staying too long in the area was certain death, so it took a combination of coordination and speed to succeed.

The citizens of Bravado took the risks and managed to push the boundary line of the Waking Exclusion Zone back from encroaching on their town, and the surrounding area. Throughout the weekend, many Liquidation runs were undertaken, and several Vados died valiantly to mitigate the intense radioactive fallout until the radiation was at least contained, for now. Despite the efforts, the lands still remain contaminated, affecting the scrap and herb pulled from them, causing faster decay.

These runs occured amidst the first contact with the enemy forces of the Oxkiller Alliance, the opposing side of the new war threatening the San Saba, including the town fighting back against the Breaker of Crowns for the first time. This would be a conflict that would only expand to include the whole of the San Saba as the months went on. 

And in light of this attack, a vote was cast for the leader of the new San Saba Militia. Last season, the players voted for a law that would allow the leader of the new military force of the Board to be chosen by popular vote. Despite being up against a very stacked deck, the people of Bravado managed to elect one of their own to lead the combat forces. Hargrave Moss-Iverspiit was elected and a war council formed after a grueling battle of politics.  However, because the town had elected a write-in candidate, the road ahead for the Militia would be difficult and the town would be left to their own devices to fund and organize the war effort.

This event saw farmers wandering into town to drink their last before falling victim to their radiation sickness, yet another assassination of Felicity Redfield during an Investor Luncheon, and hordes of irradiated zed while a new mystery began to loom. An organization known as the Waking Intelligence Service, or more simply, “The Company”, has begun to appear, led by The Chair’s Representative Lawrence Graves. Acting as an investigative force, they claim to be here to assist the Law Dogs, but the alliance seems tenuous at best. The Law Dog Union has recently had a change of structure, no longer contracted directly with The Chair, they now hold a contract with the entire board, and have been granted more internal oversight. The Company arriving right after this proclamation can hardly be a coincidence. 

Daniel Lovelace led the final Widow’s Tea, as the Widows and the Lovelace Family pull back from their involvement with Bravado in the wake of the threats Bravado levied at the Peak back in May that almost led the Quiet Folks entire settlement destroyed by the falling city. Not ones to forget even the smallest slight against them, The Family are now much less inclined to assist and interact with the citizens of Bravado. However, nature abhors a vacuum and in the absence of Clauthia’s information gathering endeavors, the Junkerpunks stepped forward as traders and collectors of information and secrets and the first Punker Drunk was held, a significantly more spirited way for Vado’s to learn and share knowledge.

And, finally, a strange altar is reported in the woods, and those affected by it begin to suffer horrific Nightmares, even in their waking hours. Visions that hint to a Barogian origin, and with The Prince Undying still missing after the events of the month prior, it only begs more questions.

October: Cirque de Dread

Here was the premise we shared for this event:

Times of trial and tragedy have begun to fall upon Bravado, after dealing with the brunt of Waking’s crash landing. Easy livelihood and a unified community have begun to feel increasingly lost, especially with open war with the Oxkiller Alliance erupting across the San Saba…The last thing this town needs is gangs of Thrill Kill raiders in garish clothes showing up, people running away from home or just straight up vanishing, Nemesis sightings, critters rampaging like mad, and best friends killing each other over random trinkets. It's too bad that that’s exactly what’s been happening to towns all over the wasteland. Even worse, all these problems seem to have a common denominator: each town was a stopping point for a flying carnival and none of this weirdness was happening before it arrived. 

But who cares about all of these rumors? Raiders and critters and people vanishing? That happens all the time in the wasteland. You know what doesn’t? The once in a lifetime experience that is almost at our doorstep: Colonel Rictus’ Flying Carnival! The Ringmaster and their carnival are making their grand debut in Bravado! Beneath the Big Top you can find compelling wonders from across the world: Exotic animals! Horrors from around the world! Games (that are definitely not rigged) for the whole family! You won’t be able to pull yourself away from the fun! And what sort of carnival would this be if it didn’t have a grand finale? A dull one, that’s what! 

Colonel Rictus has brought with them the ultimate prize: infection. Those interested need only obtain an entry medallion to earn their place in a grand game of skill (no luck involved) and a chance to extend their lives. How do you enter, you ask? Well, you’re in luck! There are plenty of ways for you to find to get your hands on one of these oddly entrancing Entry Medallions. Play some games, dig into the mysteries swirling around the carnival, or, if you’re very daring - or very desperate - you can put your own infection on the line. Just watch out for jealous folks trying to swipe your well-earned Medallion! Whether you hold one by skill, luck, money, or trouble, when the final curtain rises those eight lucky locals get a shot at the grand prize. And even should you come out with no Medallion, never fear!

There's plenty of compelling thrills for everybody at the carnival!

Colonel Rictus has brought with them the ultimate prize: infection. Those interested need only obtain an entry medallion to earn their place in a grand game of skill to extend their lives. 

This trade meet was one that needed to be survived, more than “solved”. Those who found themselves with the coveted Medallions were compelled to play in the games, and throughout the carnival, It was revealed that Rictus had a more sinister plan. Under the cover of the many, many Nemesis that roamed the area and raiders that he seemed to control, Rictus performed experiments. It seems he had help, but from whom is unclear.

Ultimately, one Vado, Foxy, ended up with new infection, and Rictus’ experiments were the end of him, as his last appearance in the town was after being killed was emerging from the morgue as a horrific monstrosity. But his ‘business partners’, whoever they might be, were never found. 

The war raged outside of Bravado, and the San Saba Militia had their first conflicts with the opposing Oxkiller Alliance. While they enjoyed some successes in defending Prudence Penitentiary and the Sweetwater Camp, they sadly lost the settlement of New Barogue to the Oxiller Alliance during the conflict, dramatically affecting future supply lines.  Several new units were drafted from the populace, including forces from the people of Bravado, and the town established their very own War Table in the middle of the Depot to manage the conflict in the months ahead.

November: Emergence

Here was the premise we shared for this event:

Bloody fissures around the mouth. Extreme fragility. Missing organs.

These were the symptoms of four sailors returning from a leviathan hunt on Lake Bravo. So severe was the internal damage, the sailors were unable to produce coherent sound and died before any medical diagnosis could be reached. Doctors attempting an autopsy before processing developed the same symptoms and succumbed to internal bleeding within 12 hours. Despite no indications of green veins amongst the afflicted, none have returned from the Grave.

Drywater was quick to cordon off the port and quarantine all who had come in contact with the afflicted. But right as it appeared the situation was under control, the Torchlight tribe sent for urgent medical aid as a new grotesque monstrosity began attacking their deepest settlement, spreading a plague of touch. Before anything else could be done, a massive earthquake struck Bravado and a horde of shamblers bearing the same scars and fissures poured from a crack in the Earth. Victims, who have since died of the affliction, reported the Earth bulging just before the quake, as if something was pressing against it from beneath.

The situation grows worse by the hour as more vectors of infection are revealed, more people die without returning, and something stirs in the depths of Lake Bravo. The Board has called an emergency meeting to discuss the disease brewing at the heart of its territory but, while bureaucracy turns with rusted wheels, your saloons fall empty, your friends go missing, and your neighborhoods are locked down, left to fend for themselves. When a touch is deadly, how can you save Bravado?

A threat is building under the surface and if left untreated, Bravado, Drywawter, and the Torchlight Clans will be locked away with the key tossed aside.

The Board enacted an emergency quarantine of the Bravado and Drywater areas, enforced with lethal efficiency by the Reckoners with the help of the Montag Purifiers. Some could get in… but no one could get out without risking lives. Any that attempted to run the blockade were met with lethal force from the Purifiers, or the San Saba Militia forces within the town.

The Militia struggled to communicate with its leadership form behind the quarantine zone, and battles were hard fought. The southern coast was lost to the Oxkiller Alliance as Pirate Captain Carina Astora ambushed San Saba forces in a devastating loss, while the Militia held its own in the North, successfully protecting many of the major settlements and claiming the ruins of Abi’s Lament in a bid to cut off the forces in the Dune Sea.

The affliction was soon discovered to be a parasite, brooding in the body of an injured Leviathan in the boiling lake. Insanely easy to transmit- it only took one touch from an infected. And though it was easy to cure in the beginning stages, later stages were a mystery. Those who died reported being sent to digestion pits once they crawled out of the Mortis, only to be forced to escape yet another horror. As the town raced to find a cure, the Montags and representatives of both the Militia and the Reckoners who lived in Bravado were ordered to contain the threat, especially that posed by the few symbiotic infected, who were somehow compelled to infect as many around them as possible. 

The research, aided by Vados, and Dr. Heavywater, finally uncovered that the parasites were originally Leviathan parasites that had mutated, potentially due to the radiation and exposure to the strange vibrating Monolith. This, combined with the boiling lake, created a perfect storm that allowed the creatures to flourish at an alarming speed. Quickly, teams were dispatched - one to put the Leviathan out of its misery and destroy the breeding grounds, one to deface the Obelisk, and stop its effects on the lake, and another to use massive amounts of alcohol to burn out the rest of the creatures as they tried to create a new nest within the town. Once destroyed, a cure was manufactured from the samples found in the nests and dispersed in the water supply. 

But this was not without its own consequences. Reports of fires and lanterns turning Red at Widows Peak soon followed the desecration of the Obelisk and a crimson mist began to spread slowly across the San Saba, emanating from Barogue. 

December: The Red Death

Here was the premise we shared for this event:

It began in Widow’s Peak, just as the first candles of Winter Lights lit cozy windows. Strange, alien sirens wailed across the Peak, and lantern flames turned red.  Animals began barking at shadows.  And as the lights shifted, the night became deadly.

The Longwalkers, creatures of myth and imprint made reality that haunt the San Saba during the Long Night have changed, transformed into something from our deepest nightmares.  Fleeing Lovelace survivors speak of a terrible malevolence within the once predictable threats.  No longer are they content to haunt the Long Night, but they move from the shadows into a new nightmare made reality.

Now that the ancient Obelisk in Lake Bravo is silent, a new song rises across the San Saba, an echo of the music of the spheres heard months ago.  Changes roll across the Territories, as the red masque of death spreads from the Peak.  The shadows begin to lengthen in Essex, in Waking, and the Clutch, the shadowy figures within marching towards a new destination.

These new monstrous Nightmare Walkers are called by this siren song back to Bravado, to answer the call of their new master, the Prince Undying, the mad architect of Barogue.  His influence spreads across the wastes, warping reality, afflicting zed, creature and raider alike.

And yet the darkness is not only full of terrors. Reports of the long dead rising to bid their loved ones welcome during the Winter Lights spread just as quickly as the crimson mist. But as the truth of the world bends and folds around itself, what is real and what is a symptom of a creeping madness?

The desecrated Obelisk appears bloody red in the center of town. The first obvious sign of the unstable nature of reality as the Red Mist spreads. Nightmares, previously only seen by a few, are now in full view of all. Those who die do not sink, but are dragged away violently by horrible shadows and, it is rumored, cursed to face down the Prince himself in the Mortis and rebel or capitulate to his twisted schemes. Such death included that of Boss Debs, murdered by Nightmares early in the trade, and later dragged to hell by shadows as Vados, and even the Breaker of Crowns, tried in vain to save her.

The yearly Winter Lights celebration is somehow grotesque in the red glow and the night is treacherous as even lowly shamblers are infected with The Nightmare and become singular threats. The long dead began to appear, set on reminding the living of their past mistakes and heartaches. A ghoulish reflection of who they might have been in  life. 

But traditions hold power. Through the use of ceremony, research, and ritual, Bravado slowly uncovers information that the Prince tried to keep hidden when he dragged Bravado into a shallow level of the grave with his Nightmares. Piece by piece,  the survivors uncovered how to reach the knowledge, how to cleanse the Longwalkers, and how to summon a fragment of the legendary Sister Mammon to push back the Prince’s incursion. 

Invoking the power of Mammon and the nine obelisks across the San Saba, the survivors prepared for the largest ritual yet, to cleanse the Obelisk of the Prince’s Influence using fire and their own sins and regrets. And a strange shining trapezohedron brought back from Barogue was placed in the Obelisk, connecting it to the strange Nightmare of the Prince Undying. Candles were lit, prayers were uttered, and when the chaos and terror all settled, the Obelisk of Salvation glowed a strong blue light, burning away the red tinged shadows of the Prince Undying’s Nightmare. 

But the Prince was not wholly robbed of his prize. Once the crisis was averted and the Militia set foot on the battlefield, they successfully defended Essex from a surprise attack that was aided by treasonous Lovelace youth. It is rumored that a telegram signed by someone important in Bravado let the Oxkiller Forces on the train in Widows Peak, but the traitor is still unknown. The Militia pushed the Oxkiller Alliance and their Mustang Loyalist troops away from Waking and Essex in a series of bloody battles, while fleeing from the pirate forces along the Spoiled Coast. Despite being outnumbered and outgunned, the Militia found success thanks to their planning and reinforcements, surviving in fights that would have cowed lesser forces.

Despite these successes, it was when they went to retake New Barogue that the Prince enacted his revenge. Expecting Oxkiller forces, the San Saba Militia arrived instead to find their enemies slaughtered, and an army of the Prince’s Nightmares to greet them. A new enemy had joined the War of Antlers, and the loss was staggering. Several units were completely destroyed. with Shennog and Lyra Winthrop, commanders of two such units missing, and presumed dead… for good. 

Wrap up

So that leads us into our next event THE BREAKER OF CROWNS. Jonathan has already written a great blog on the premise of this event, please go give it a read! Next week, we will go over the NPCs of Note that will be out and about as well as Rules You Should Know and other information for the event.

We also hope that you will join us for our Staff Q&A on Friday, February 2nd at 7:00 pm CST. We will be discussing the recent shakeups in the network and answering any questions you might have about what happened and how it’s impacted our local game.

See you soon, Bravado!

TICKETS ARE ON SALE NOW for the breaker of crowns! Don’t miss out!

The Dead Return

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our December live event THE RED DEATH! This is our next Premiere Event game, led by Heather Halstead and Jonathan Loyd. Each week, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering a way to involve characters from your backstory that died into the story of the RED DEATH, when the dead return to life as nightmares and death hang over Bravado…

Our photos for this post were taken from previous DR:TX events by our talented Photo Team, by Max Pohlmeier, Lauren Guzaldo, and Maddeax Khole.

DR:TX Updates

Let’s cover a few things of note that have happened over the last few weeks:

  • Read our Event Premise and Content Warnings in the first blog post for this event, THE RED DEATH. This covers a lot of the stuff you should know before you buy a ticket, as well as an explanation of the story of the weekend.

  • Grab Bag sales end this week! You have until 3:00 PM on Wednesday, November 22nd to purchase one to get your cool “I’d Rather Be in Bravado” t-shirt plus some other goodies, for only $25. If you are traveling, don’t miss out on a souvenir of your trip to Texas! You only have few hours left when this post goes live to participate!

  • LIT Cashout! For the next couple of weeks, you can purchase a $0 Ticket to have your LIT inventory cashed out and ready for pickup at the December Premier Event. This $0 ticket acts as your place in line, so just snag your ticket, and we’ll ensure your supplies are waiting for you when you check in on Friday, December 8th. This opportunity is only for players with Texas as their home chapter and will be handled first come first served. We will have 30 tickets open for this next event, and additional opportunities for the cash out if you miss out, don’t worry!

  • San Saba Socials are updated! Due to a bank error in your favor, a certain San Saba Social was very, very generous when drunken farming last event. Fortunately for our Post Office workers, this error has been corrected for future events. We’ve also had a few reports of a few of these missing from the computer, so I’ve also made sure that each of the eight San Saba Socials can be posted now with updated versions of the ZOMs ready to print for the Post Office.

  • Radiation Sickness has been updated! Given a recent Errata update on the National website, we’ve updated the rules for instances of Radiation Sickness going forward to follow the National version. I’ve included a link on our Local Diseases page if you want to read up about the new dangers of the Waking Exclusion Zone.

The Dead Return

Throughout the San Saba, as the threat of the Red Death spreads across the wastes, a curious phenomena begins to occur in tandem with the strange nightmarish creatures. Similar to events of the past towns in the Lone Star, with the legends of Boot Hill and trapped memories of the past, where the Prince Undying walks leaves behinds the echoes of the long past dead, returned to walk among the living for a moment more.

During our next event, we have a special opportunity for your dead loved ones to return to the game for a short roleplay event on Saturday. If you have an NPC in your background that died long ago and you’d like to inflict some emotional damage on your character, you are in luck!

We have a few requirements to participate, but they are pretty simple:

The requirements:

  • The NPC should be dead and gone.

  • NPCs only, no former LCs.

  • You may submit multiple characters, but remember that we cannot guarantee every request will show up in play.

  • This role-play is about conflict and guilt, and may not have a happy ending. Be aware that this is potentially intense role-play you are opting into.  This is a chance to cause some emotional damage to your suffer puppets, and we hope you are excited!

  • This is open to traveling players!

In order to properly portray your dead loved ones, we’d like to get as close as we can to your imagination of this character. We’ve put together some questions for you to answer in the application above that will help us coach our NPCs on how to play that character, and I’ve included a few examples from a past character of mine, Doc Creed.

Questions for players with returning loved ones:

  • Do you have anyone in your backstory who is permed that you'd like to see again in the play space?

    • “Doc Creed’s wife Rebecca was lost to a zombie horde many years ago, but he’s always held himself to blame for her death and carries a deep regret for not being there with her in the end.”

  • Describe important details about this character as best you can (name, nicknames, age, relationship, strain, faction, etc).  Keep the details specific, but concise.  We will be limited to our NPCs on shift to represent this person.

    • “Rebecca was a Pure Blood in her early 30s, and they had a single child together named Hope. Rebecca was the mayor’s daughter of a small town called Three Rivers, and they met through their shared faith in the Nuclear Family. She was an important anchor for Creed, and helped him control his Accensorite excesses.”

  • Did they have something recognizable about them we can telegraph with our NPC (a hat, a flower, a certain dress?)  This is a great way for us to help you recognize who that NPC is supposed to be.

    • “Rebecca always wore a flower in her hair, picked from the garden outside. She knew how much Creed liked the garden, and always wore it for him.”

  • Describe their personality, and a few tips for accurately portraying this character.  How would you coach an NPC to play this character?

    • “Rebecca was kind, forgiving, and cared for their daughter while Creed was away, but she maintained and protected her home with a quiet dignity and faith. She was fond of reminding Creed to enjoy the quiet peaceful moments that made life worth living, and helped him stay grounded when his zeal would overtake his common sense.”

  • What conflicts were unresolved with this character? Is there something your LC still feels guilty about involving them?

    • “Doc Creed left his family to help a psion being persecuted by the town escape. He felt that his faith demanded he do the neighborly thing and thought nothing of leaving to help. While he was away, both Rebecca and Hope were lost when a massive stampede of zed leveled his town. He feels he failed his family by leaving them behind, and feels he should have died with them rather than be stuck in this wasteland without them.”

  • Describe your LC's relationship with that character in a short phrase.

    • Doc Creed loved his wife and daughter dearly, but never spent enough time with them as his medical duties took him far from home to care for the other townsfolk instead of being the father he should have been.”

  • What are things you do NOT want touched on with this NPC?

    • This is a great place to include anything you don’t want to role play with our NPCs. Help us maintain your boundaries!

What will this look like in game?

The Dead Return events will happen throughout the weekend, but will be primarily focused during the day on Saturday. These echoes of dead loved ones will be an important aspect of surviving the Red Death and will be part of the overarc and are designed as short vignettes and mini-events in the game. We expect the normal scene with a dead echo to last about 30 minutes or so.

We also ask for your buy-in and grace, knowing that someone on shift will be playing this NPC, that it might not be exactly the image you have in your head. We will be coaching our NPCs based on your answers to the questions in the survey, and while we will strive to be true to your vision of this NPC, but we will be casting these roles depending on the available NPCs for that shift. The broader the strokes in your specifics on the NPC means that it will be more likely to see that character enter play as one of these dead echoes.

We encourage you to say "yes, and.." to the role play, and lean into the idea that your memory might seem.. not quite right. They may not look exactly like what you imagined, but that’s okay! Play along, and even buy into the strangeness. This is not an exact imprint of that loved one or a someone walking their last dance before returning to the Grave Mind, but rather it is an echo of a memory.. And echoes are never quite the same. These echoes may be CLOSE to what you remember, but something about the whole affair is slightly sinister, or even a bit of a nightmare…

A disclaimer:

We cannot guarantee every dead person will show up in the play space, even if you fill out the application above.

We will strive to fill as many requests as possible for this special event from your character’s backstory, but it’s likely we will miss some folks. Please be patient and kind with our STs and staff members as they attempt to bring this vision to life.

If you are interested in participating in “The Dead Return” fill out this Google form as soon as you can so we can make sure we have a plan for how best to torment you with your lost loved ones.

Wrap Up

We hope that you are ready for the challenge of THE RED DEATH. How can you stop the machinations of the Prince Undying? Can you survive a world where death itself is changed and the night is blanketed in red? Will you escape the Nightmare Walkers or worse? We have some some fun and exciting challenges planned for your characters in the nightmarish zombie apocalypse. But don’t worry, it’s not just all about the RED DEATH, you’ll still need to deal with (nightmare) zombies, (nightmare) Oxkillers, (nightmare) raiders and more!

TICKETS ARE ON SALE NOW, AND WE HAVE OUR SPECIAL grab bag RUNNING FOR A LIMITED TIMe, until 3pm wednesday, November 22nd

See you next time Vados, when we talk about the Red Death, a mysterious event that takes over the town at night, and more about our other signature mechanics for the event! But for now, let’s take a sneak peek at one of the two new National blueprints released during our upcoming Premiere Event!