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.

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The Templar Knights of Notre Dame – an order founded to bring the light of Our Lady of Grace to San Luminaris. They serve as guardians of the peace and protectors of the common man from the perils of the darkness.

On their journey home, a textile merchant and his son find themselves embroiled in an adventure that will change their lives forever.
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Things are falling apart at the seams in Crescent Hill, Pennsylvania. Gang or ghost, something is responsible for this chaos. After their horrible encounter in Room 6, Newman and Crawford are beginning the investigation in earnest.

What lies in store for them?  The answers are rooted in events hundreds of years ago, and are more awful than they could ever imagine.

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Two small town cops are called onto the scene of a strange burglary.  A wealthy old woman was the victim of a home invasion, but strangely not a lot of value was stolen.  Just one safe was opened and a set of antique knives taken.  The only thing remaining in the safe?  A single rusty stroke.

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The best and most popular viking metal duo “The Brothers McCraw” is marching their way across Europe, bringing music and/or violence to all of the countries therein.  Like any self-respecting metal band, they do an extended tour in Scandinavia.  However, a terrible storm creeps up on their ferry, forcing them to port at Dybis, a small and fairly rural island off the coast of Sweden.  The band takes up shelter in a local hostel and prepares to run a few concerts in town, because wherever the Brothers go, they bring only music and violence.  It appears, though, that the locals lack the musical sensibilities of their neighbors. . .

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