1967 Brazil: RYAN WHITEHEAD, hot off the success of his first novel (Man Jesus with the Golden Arm) has become a revered author in the growing American counter-culture. Described as “the next Hunter Thompson rising from the swamps of Southern Gothic,” the author has his pick of book deals and assignments. Seeking to cash-in on his long-awaited success, Whitehead signs a contract with Blammo! magazine for a cover piece. The determining factor in his decision? Free tickets to Brazil and a per diem for alcohol.

The piece is meant to cover construction of the Transamazon Highway. After the coup of ’64, the military government promised the people they’d cut a highway through the untamed jungle that ran the length of the entire river. Rumor has it that the encampment of the workers, nicknamed “Little Altamira,” is a lawless border town of drugs, sex, and every other vice imaginable. The town limps behind the steamrollers, rebuilding itself every day so it can party all through the night. Blammo! is eager for a piece over this lawless bordertown in Whitehead’s inimitable style.

At the insistence of the author, accompanying is ALBERT CAPCHKA, Ryan’s life-long friend, lawyer, and drug dealer. Making sure the boys actually do some writing at the end of all their partying is GABRIELLA LARENTINO, a Portuguese immigrant, editor for the magazine’s feminist coverage, and all-around professional stickler.

Together, they head down the river to intercept Little Altamira as it cuts its way across the jungle. Then things go terribly wrong, of course.

 

This was one of the Skype sessions run by Hebanon Games and RPPR’s own Caleb Stokes, for his successfully funded Kickstarter “No Security: Horror Scenarios in the Great Depression.”

Be sure to check out Hebanon Games ASAP!

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The mission to steal the Book of Reflection is rolling along as smoothly as a train with no wheels and no track. The mercenaries, minus Omran, who managed to get himself trapped in the wheels of local crime, are dealing with elements inside the church.

They aim to pry open a way to the true Book of Reflection by playing the church against itself.

Can the mercenaries overcome the forces working against them from without and within to complete their mission?

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Reflecting the Soul is the intro adventure that will be packaged with the Sordid Dystopia role-playing game. The adventure has seen playtesting and revision, but we’re happy to present its first running.

The group of mercenaries are called before the head of the Zogby crime family and given a mission: recover a certain book, hidden away in Cizok. The book is a holy tome, sequestered in a Cizokian church.

The Old Xexorian mercenaries will have to cross into a city where they will be cast with suspicion and nationalistic hatred. Can the mercenaries overcome the forces working against them from without and within to complete their mission?

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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.

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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.

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