Systems and Campaigns
- 7th Sea
- Base Raiders
- Better Angels
- Call of Cthulhu
- Capes and Cowls
- Don't Rest Your Head
- Dungeons and Dragons 5th Ed
- Eclipse Phase
- Engine Heart
- FATE Core
- Fear Itself
- Legend of the Five Rings
- Leverage RPG
- Little Fears
- Maid RPG
- Powered by the Apocalypse
- Red Markets
- Sordid Dystopia
- Spirit of the Century
- Star Wars
- Tales from the Wood
- The Quiet Year
- Trail of Cthulhu
- Warhammer 40k
- Wild Talents
Today we have something very special for you, listeners, the first playtest session of Nate’s original system and setting Sordid Dystopia!
We begin in the small, seemingly normal town of Essenvie, with the King’s tax man en route for the first time in years.
In this town, the resident’s greatest enemy is “The Man Up in the Tax Man’s Cart,” and there is a great deal of this. This session, in addition to its entertainment factor, is a pristine example for you GMs on how players can succeed in derailing plots, and how to compensate.
On the Isle of Night, far from human society, live the Umbra – a dark skinned, horned, tribal but civilized race. Our protagonists are young orphaned Umbra, living in the care of an orphanage.
The orphanage, (like its real-world parallel, Mrs. Frieda’s Halfway Home) is run down, and packed full of Umbra orphans, ready to get up to shenanigans and investigate mysteries.
This is the Drunk and Ugly’s first live game! As such, it is just a little bit silly. We hope you enjoy.
Three young acolytes of the Paladins of Battle, zealous disciples of Ezekiel, have finished their four-and-a-half month grueling training and brain-washing period and are being dispatched on their first mission.
They are tasked with finding and rooting out a “corruption of the soul” in the small village of Kassier. They find that the populace has fallen under an illness, and a strangely dressed merchant who has a persuasive tongue.
What the three don’t realize is that they have entered the domain of something truly horrible.
In Port Victoire, a popular manufactoring and port town in eastern Vontier, a mass of sailors collect to sign on to the soon to depart Duquetimme, a ship owned and operated by the Poulin Trading Company.
These prospective sailors come seeking fortune and adventure, and the voyage of the Duquetimme promises all of that and more. The task: sail to the center of the ocean, a point between all four seafaring nations, where Gilbert Poulin II, owner of the PTC, theorizes the existence of a fabled island. His goal: establish a Hub in the name of the Poulin Trading Company, better connecting his company to the rest of the world before anyone others have the chance.
The sailors quickly discover the peculiarities of their task, however. Firstly, their pay is far too steep for a routine exploratory voyage–their contract promising more currency than an average laborer makes in ten years. And secondly, collecting the crew was remarkably rushed, to the point that some of the crew may or may not suffer from total ineptude . . .
The recent capture of the madman Avent Martell not only serve reinforce the perceivable ineptude of the crew and captain, but dig up a whole new issue all the same. It seems Martell was able to get into the back rooms, which house the private stock carried by the Poulin Trading Company.
The crew find themselves exploring a room full of ornate firearms of mysterious make and model, a room full of bags of potent white powder, a room full of strange shells and casings, and the men who demand they be kept secret–representatives of the company who take their job very, very seriously.