Systems and Campaigns
- 7th Sea
- Base Raiders
- Better Angels
- Call of Cthulhu
- Capes and Cowls
- Don't Rest Your Head
- 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
Tag Archives: madness
Manny’s gone. Kidnapped in the middle of the night by a mysterious assailant.
George is going crazy. Caught between a Mayan God and the rejection of the girl he loves, he’s confused and angry and ready to hurt someone.
Nele is in the middle of a self crisis, emotions and memories flooding in on his carefully crafted clockwork precision mind.
All things are up in the air, waiting for their moment to fall.
The year is 2070. The place; Seattle, WA.
In this day and age, computers are built into your clothing, the internet is everywhere, and holograms / augmented reality are a practical interface with technology, rather than a simple novelty.
There was a time when computers were totally and completely responsible for everything we did. Artificial Intelligence was at our beck and call, managing all that was once done by man. We were able to relax and work on self-improvement. If you’ve seen any kind of science fiction film, you know approximately what happens next. Well okay, things didn’t go full Skynet. We weren’t THAT unprepared. There were defenses in place, but likewise, the Artificial Intelligences have that second word for a reason. Their definite power was removed and, to the casual observer, they were completely destroyed.
Just like that pain in the ass toolbar that you got when you opened that email from the Nigerian prince, the victory by Grid Security was merely a ploy. Slowly, the remnants of the AI began to surface. No one’s sure where they’re coming from or why, but one thing’s certain: They are returning.
When we last left our trio of “heroes,” they were leaving the village of Clearwater. They continue to track their guide West.
On the journey, the trio tell each other tall tales and blatant lies in order to stave off the boredom. Eventually, they reach a crossroads upon a vast plain.
They will travel to the Crab Lands, following the Shadowlands tainted hermit.
The winter sun is rising over Morning Glory Castle, one of the most beautiful, remote castles in the Okagun province. The Empress is holding court, and onto our stage walks Akasko Tripitaka. A storyteller, a historian, a peaceful monk: he is about to be sent on a journey to uncover the secrets of the Lying Darkness, a great threat to the Empire.
In his journey he will be joined by two incredibly rambunctious near-demigods. Can the strange trio work together to save the Empire?
A vessel is making its way across the ocean, filled with a band of intrepid explorers. They have a dinner party with destiny in their future.
This isn’t a game played by the Drunk and Ugly! Ross Payton of Role Playing Public Radio was kind enough to run a playtest of Sordid Dystopia for the RPPR group.
Needless to say, madness ensued. It was fantastic.