3.0 Evolved

Characters & Stories of Note for Season 4

It’s Jonathan here again with another Wednesday Rules Ramble! Each week, I’ll introduce a topic that will be important in an upcoming game, explain some new mechanic or system for DR:TX, or discuss a particular rule from the DR Corebook. In each ramble, I’ll focus on explaining that topic in more detail than the book alone can provide and help provide one place to reference all the various errata or rulings that might be relevant. Sometimes I’ll even drop a few Story Teasers or provide a summary of the last game in a Game Recap.

Tickets are on sale until FRIDAY for our first event of the season, THE VALLEY OF FEAR!

Make sure you get your ticket before the end of the week, so we can have your pre-reg packet ready when you get to site. It’s been a long summer, so save your time catching up with your friends in Bravado instead of waiting in line at check-in!

Today’s blog post will touch on a bit of the narrative for Season 4, particularly with some Stories and Characters of Note for the story line this year.

We did a post like this last season, and it was a great way to help you know which characters and stories to pay attention to when they show up in the game. While each game will have it’s own distinct plot, there is also an overarching story running through the whole season. If you want to be involved in the big events, it’ll be easy to identify what is important by the people that are involved, and by paying attention to the big threads of story.

The Season 4 Premise

Every season, Shan & I start out with a Design Doc that lays out our intentions for the entire season arc. From there we build out each game, but this is the first bit of inspiration we shared with our STs for the new season, and today we share it with you.

New Bravado is built on old land, older than the towns that came before it, and older still than the San Saba Territories in which it resides. The land beneath New Bravado dates back to before The Fall of Humanity, when the world was heavy with splendid and delicate thing, before the Archons descended upon the works of men and before the Mortis Amaranthine or, at least, before we knew it existed and of the various and terrible Grave Minds that are like unthinking gods below. 

New Bravado is built on old land, and inscribed in the unbreakable firmament of the ancient and chasmic structures far beneath the arid soil is an ancestral site of unimaginable age, a Facility from before The Fall. Perhaps the lost cradle of Barogian myth, the underground campus upon which countless bodies of unwoken Semper Morts sleep in cryostasis. Ensconced in their intentions, these long-changed humans sleep beyond the fall of humanity and into its eventual rise. But, the Survivors who make a living on the surface above, beneath the apocalyptic sun, seek the deep knowledge and priceless artifacts of an age before. 

New Bravado is a boom town, but instead of mining gold and silver from the hills and steppes that surround it; Vados delve into the deep structures of the facility beneath the city and brave it's sometimes dangerous, and always bizarre, depths in pursuit of glory, riches or knowledge. In recent years, the slow but steady discovery of Grave Tech and Crystal Technologies in the halls beneath Bravado has lead to the formation of not only a governing body over the geographical area around Bravado, The San Saba Board, but also the formation and growth of sister settlements such as Drywater, Essex and Widow’s Peak. 

What truly lurks beneath New Bravado looms in the future, yet. But in Season 4 of DR:TX the town of New Bravado will need to take the reigns as one of the most advanced cities in the Lone Star, and, either allow the Greater Wastes to grow wild and free, or to move it’s educated, deadly population to becoming not simply a participant in the San Saba story, but it’s primary author.

Sounds exciting!

Stories of Note (Season 4)

Let’s take a look then at some threads from last season, plus a few more that we will explore during our games this season:

Waking is Falling?

We released a few WASTELANDER articles this summer, with some rather conflicting reports about the majestic floating city of Waking Prime. The capital of the San Saba, this monument of oldcestor technology is held aloft by the curious and misunderstood Capacity Engine. A mighty airship the size of a small city, Waking is the seat of the San Saba Board, the heart of the Railroad Conglomerate, and a testament to the power of the factions of the Lone Star.

While there are multiple points of view of what exactly happened in Waking in the last few weeks, some uncomfortable questions have been asked of the leadership of the San Saba. Is it wise to have the capital of the San Saba in a floating city that could crash to the ground? From a daring raid on the city two years ago by the Oxkillers, the nefarious Stormchaser raider clans that harass it in the skies, or just the radioactive waste it leaves in the wake of its passing, Waking Prime has had its share of challenges but emerged triumphant each time. What does the future hold for the capital of the San Saba?

The Fate of Tabitha St. Mercy

This season will decide the fate of the villainous leader of Killhouse, Tabitha St. Mercy. From the very beginning of our 3.0 story, the story of Prudence Penitentiary has been meant to reach a conclusion and an end. We’ve never shied away from difficult stories in DR:TX, but we do want to provide agency for players to dismantle or remove the various organizations and personalities that make up the evil of Killhouse. This season will continue the player’s efforts to bring a close to the story of Tabitha, one way or another.

Last season, Tabitha saw a challenge unlike any other as players stood up to the Warden of Prudence Penitiary in the middle of a public Gauntlet in May. They also passed a vote at the Stakeholder’s Meeting and held an armed negotiation with the Warden to step down from her post at the prison. Now, Tabitha hasn’t been seen in months, but it seems like her influence has not waned at all. How can you deal with a threat that is no longer as easy to find in her seat of power at prison? How can the concept of law and order survive in a society where death is not the end, and the violence of the zombie apocalypse renders folks hard and heartless?

The Crystal Candy Question

Crystal Candy seems innocuous enough at first. An easy to purchase Gizmo, capable of a cheap Mind restore available to characters with the Skill Criminal Influence. It’s a well designed item mechanically, as it is very useful when you first start out in a game of Dystopia Rising, but becomes less useful as you gain more ways to use your Resolve. It’s a cheap and effective item, and has remained a solid source of trade and regaining lost Mind points since the start of 3.0.

However, it was revealed that the primary way to “create” the drug is through the painful and deadly harvesting of psionic crystals from the very brains of kidnapped and exploited psions. Several Law Dogs even died during a raid on a “Candy Shoppe”, a temporary chop shop and charnel house set up to harvest the drug from helpless psions. Last season, the San Saba Board put their foot down, passing a law that makes the drug illegal throughout the Territories. In fact, this season you can’t even BUY the item from the Buy List any more (at least via the Post Office…).

However, opponents suggest that the vaguely worded new law could be a slippery slope to pursuing psions themselves as illegal. While the question of ethics has always been murky or crystal clear regarding the drug depending on who you talk to, this season will see the consequences of the war on Crystal Candy. How will the criminal underworld react, and will they chose to find new and more dangerous ways to create illegal substances to sell, or will they continue with business as usual?

Characters of Note (Season 4)

Like we did last season, we want to introduce a few new faces and remind you of a few characters of importance during Season 4. I’ve included some images of most of them, so hopefully you recognize a friend-shape in the mix. Two faces on here are the same as last season, but are still important in their own and unique ways.

Felicity Redfield, CEO of the RAILROAD CONGLOMERATE

As she was born into a lesser Pureblood House before the Hiway War, following its conclusion, Felicity Redfield found herself in a unique position of power. As one of the few remaining members of the extended Lineage League, Felicity used what remained of her clout and dowry to form the Railroad Conglomerate and spent the ugly, irradiated years following the Hiway War building train-tracks across what is now the Greater San Saba

Her crowning achievement is the settlement of New Bravado, which she owns down to the rocks the city is built on, followed shortly thereafter by the creation of The Iron Ox; a locomotive of monolithic proportions, designed to endure the threats of the Greater Wastes as it trucks goods between settlements at speed.  The tracks of the RRC Oxline stretch further each day as the influence of the rail system continues to grow. Felicity has spearheaded “delves” into the uncharted ruins underneath Bravado in search of some unknown goal, using resources found beneath to fund future endeavors.

Deeply motivated to create a more magnificent future in her image, Felicity is a founding member of the San Saba Board. Despite multiple assassination attempts this last year, Felicity’s can-do attitude and plucky persistence is symbolic of both the spirit of the Lone Star and the citizens of Bravado. Her company, thanks to a merger in 04” PHW, still retains two of the six votes needed to change San Saba Law, and her alliance with the Junkerpunks has ensured that only a tie-breaking vote from the Chair can prevent most of her efforts from passing. Though she has not always seen eye to eye with the Board and the Chairman, her ambition has continued to reap dividends for the RRC.

Tabitha St. Mercy, Former Warden of Killhouse

Tabitha St. Mercy, former Warden of Prudence Penitentiary (more frequently known by its moniker of “Killhouse”) is seen frequently in the company of her pet killers, the Lifers of the XXX Wing. This Retrograde Hedon is pragmatic, business-like, and always happy to make a deal. Tabitha St. Mercy can still offer a variety of social contracts. Need some unwanted parties disappeared? The sick, the broken, the marginally useful? Send them to Killhouse Prison! For a nominal fee, the former Warden is all too happy to cut out your blighted parts of society and relocate them behind tall walls where they can be used for her own means. Greed is her only master, and as she has lost power in Bravado and lost face on the San Saba Board, this impulse for restitution has only intensified. 

Tabitha is still a voting member of the San Saba Board and a supremely influential person in the Territories, though she has been recently suspended of her duties on the Board by the Chairman.  Each year after the great Indulgence, she gathers up her errant Lifers and returns them to the Prison, but each year she asks for them to be taken alive, not dead. With her no longer in power at Killhouse, it remains to be seen what will happen during the Indulgence this year. What will happen when the former master of Killhouse is no longer chained to her station?

The Rook, psion terrorist

The Rook is a powerful psion, marked by a massive growth of psionic crystal emerging from her forehead and left eye. Made infamous by a recent attack on the city of Essex, this powerful psion is a mysterious and mostly unknown threat to the San Saba. Branded as a terrorist and criminal, the Rook has been hell bent on going on the offensive to protect aberrants from any threat, real or perceived.

She has led several successful raids on Crystal Candy Shoppes of the San Saba, which both makes her a vigilante rival to the Law Dogs, but earns grudging respect from those she has freed or that are familiar with the horrors of the confectioner’s trade. Her message is divisive, but she speaks a truth to power in a way that few can ignore. Her stated ultimatum and goal is to not only give the San Saba a chance to protect the helpless and exploited, but to push them to do it in the only way she will accept. She is a vocal and outspoken opponent of the new laws against Crystal Candy, foretelling an escalation of “justice” that will turn on her people, those capable of wielding the dangerous powers of psionics.

The Rook is not a reasonable person, and is a general force of chaos despite generally enacting what could be considered by some as noble behaviors. However, the echoes and reminders of former vigilantes in the Lone Star’s past like Four or Sparrow cannot be ignored or forgotten. The recent violence in Essex has split her following, with some branding her a murderer of innocents like the others, while others insist that she was framed by her enemies in the government of the San Saba Board itself.

Adam Moriarty, The spider

The former Lifer and spy master has been named the new Warden of Prudence Pententiary in the wake of Tabitha stepping down from the post. Hand chosen by the former Warden, Moriarty is a known as the Spider of Prudence Penitentiary. Moriarty is a criminal influence in his own right. He deals in information, buying, selling, and trading, and always has a scheme under way.

Adam is a Tellingvisionary, and a member of the Nemesis Cult. He fashions himself after his namesake, looking for a worthy Adversary. When he finds this Adversary, he will do everything he can to destroy them, secretly hoping this will be the one who challenges him and perhaps rises above. Despite his faith, Adam has been considered one of the more “reasonable” Lifers.

No one knows where Adam comes from. He is a Pure Blood, but the family he claims is not one local, and no local families claim to know him. He claims his family came across the great sea a generation or two back, and that he had to remove them from his life. The smile he makes when he says that makes people think they did not live.

The Eightfold Mother

During the last Collection Day, the former leader of the Grave Council, Takheeta Firstborn died while attempting to cure the morgues of the San Saba. Takheeta was barely sane at the end and in the shattered psyche of the Gravemind, the shards of her and her acolytes combined into something terrible. Her machinations, zeal, and ambition in life would bleed into what is known as a Gravemind Shard — a manifestion of personality, id, and ego with all the powers of the undead hordes the Mortis Amaranthine could create. Takheeta needed what she sought most in her life and her journey on the Quiet Pathbalance.

A lone and quiet voice reminded them of the sacrifice of Eight, a young and brave resident of Bravado. He was strong, resolute. He was determined. He could be the soldier to keep the tainted energies of Takheeta in check. He had emerged in the darkness, volunteering life, Infection, and their very being to save the town, to save the San Saba, and to provide some measure of balance to the Grave Mind. The sacrifice of Eight was redirected by the Cantankerous Matrix, becoming a way to contain the final energies that was formerly Takheeta to form a stable Gravemind Shard, their combined strength balancing out the inequity of that pairing.

The new presence in the Gravemind has been called “The Eightfold Mother” by the fanatics of the Grave Council, but they promise that the Shard remains dormant. However, the recently deceased all speak of a voice in the darkness of the Gravemind — a voice that reminds them of home and beckons them to stay with her. Small shrines to the Eightfold Mother are common now in Bravado, but are quickly cleared away by Groundskeepers and Graverobbers, intent on keeping the slumbering presence and her new followers in check.

Wrap Up

That’s it for today, Vados! I hope you enjoyed the sneak peek into the story this season. There’s so much to be excited for, from a collection of overarc stories written by our talented Storytellers, our first live National Game of 3.0 - THE NECROPHAGE, and a killer premiere game in December. We can’t wait to start Season 4 off with a bang!

There’s a few more characters of note left to be seen, but we’ll save some of them for a later post as the season continues. See you next week, as we get ready for our last teasers for the game, in the rules you need to know in your journey to the VALLEY OF FEAR!

Welcome to Season Four!

It’s Jonathan here again and it’s been a long summer, but it’s finally that time! It’s time for the start of our official SEASON FOUR, and that means a return of the weekly Rules Rambles you know and love. Finally, something to read on Wednesdays again!

Each week, I’ll introduce a topic that will be important in an upcoming game, explain some new mechanic or system for DR:TX, or discuss a particular rule from the DR Corebook. In each ramble, I’ll focus on explaining that topic in more detail than the book alone can provide and help provide one place to reference all the various errata or rulings that might be relevant. Sometimes I’ll even drop a few Story Teasers or provide a summary of the last game in a Game Recap.

Today’s blog post will touch on a bit of things to keep in mind as we start our new season.

The Valley of Fear & The necrophage: PYroclasm

First off, tickets for our Season Opener just went on sale on MONDAY!

You can purchase your tickets for the event on our website or at the gate, but we’ve also got tickets for the NATIONAL EVENT after that one on sale too! You can also purchase your Advanced Memberships and even check out the Widow’s Fund if the summer has made attendance this season a bit harder.

We haven’t talked much about the Valley of Fear other than a few cryptic quotes we shared in an earlier post, so here’s a sneak peak of what to expect in our first game of Season 4:

The Valley of Fear

Before the Burning Season forced the San Saba into hibernation for the summer, dramatic changes to law and order in the wastes took root thanks to the work of the citizens of the tiny town of Bravado. A new law banning the sale and trafficking of Crystal Candy, new faces and new voting members on the San Saba Board, a mysterious accident in the floating city of Waking, and now — a missing Warden.

Tabitha St. Mercy - hounded, hunted, betrayed - caught off guard by enterprising people in Bravado, has disappeared from Prudence Penitentiary. In her place, a new Warden has taken control. Adam Moriarty, former Lifer, has stepped out from the shadows and the effects have rippled across the San Saba Territories. While major changes have been occurring at the prison commonly called “Killhouse”, life in the San Saba Territories has grown more dangerous.

People have gone missing. Roving bands of Vigilantes, often called “puppies” in a deriding fashion by some, try and help the Law Dogs. Their goal is to help enforce the newest laws, especially against Crystal Candy, and if a few skulls get broken, such is the way of things in the wastes. The Justices of Sin are more prevalent than ever, under the orders of Moriarty to help quickly pass judgement so that the Law Dogs can continue their crusade. Moriarty has even helped Wyatt break the backs of the Rotgut Family, former purveyors of the largest Crystal Candy pipeline in the San Saba and now they too sit in Prudence Penitentiary.

Despite the Board’s bold action against the drug trade of the San Saba, a prophecy of trouble has come true. Crystal Candy is still in abundance, and new pipelines are sprouting like weeds. There are even rumors of new and more addictive variations making their way to the marketplace.

And then there is Bravado - breeding ground for Saints and Miscreants - stuck in the middle of these wars between law and order, in a valley of fear…

We’ll go into more detail in the weeks to come about some of the story threads, characters of note, and plots you can expect for Season 4, so stay tuned and get your tickets locked in for our first event of Season 4!

Action Requests, Plot Requests, & PFAs

A new season means it’s time for a few pre-game activities. A few of these need to be submitted ASAP, so make sure you don’t wait until the last minute!

Action Requests

First up, if you have any Action Requests (pg. 13) like Master Criminal Influence, Hunting, Sailing, or Financial Influence it’s time to submit those requests! These need to be submitted BEFORE the game you attend, so you are already on the clock.

If you don’t know quite what these skills do, I wrote a whole blog post about them last season:

Every game, our talented STs will work on making sure we have content for the major Action Request items but you might have a neat item or another reason to submit a request. We are hard at work on some upgrades to our boat mods for Season 4, and we have brand new STs this year to include into the machinations of designing devious Criminal Influence heists, or challenging hunts of a San Saba predator (this might apply to the Red Ledger too, now that I think about it)…

Remember, we won’t take Action Requests that are submitted the week of the game, so make sure you get these in ASAP! Don’t miss out on those Master Skill Mods and your rewards!

Character Backgrounds

It’s a new season, and I know a few of you have some new characters planned for Season 4. That means it’s time to submit a CHARACTER BACKGROUND, so we can know all the places to twist the knife and maybe even include something personal into our story lines for the season. What better way to help us understand your motivations and interests than literally telling us what makes your character tick?

You can include things like important Supporting Characters (SCs or NPCs) in your background and their name, such as family members, best friends, or mentors. Maybe you have some other Background Ties with other player characters that are tied to your story. What about an Important Location or some settlements and cities has your character visited previously?

Remember, please be brief, submit in bullet points or key notation format, stay local, keep any NPC Groups in your background as small as possible, double check your submission, be patient, be willing to answer questions or adjust your background as needed. Be open to suggestions to change locations, names, and events to have more relevant links to our story!

personal plot requests

Maybe you picked up some fancy new skills by attending travel games over the summer? Maybe you got a new Social Influence skill or you want to submit a few new rumors yourself. Maybe you want to share that fun story that happened over the Burning Season. Remember, you can spend those hard-earned CAPS to create some Rumors & Gossip with a PERSONAL PLOT REQUEST in addition to fun things like Mind refresh meals and custom Zones of Mechanics.

You might even have a neat idea for a Personal Plot Request in the form of a custom mod or story written by our talented Storytellers. For a mere 200 CAPs, you can submit your request for the new season. Our STs need some time to write these, so the sooner you submit the request the more likely it is that we can include it during our games! Don’t wait until the last minute!

Remember, we won’t take Personal Plot Requests that are submitted the week of the game, so make sure you get these in ASAP! Our STs need some time to write these, so the sooner you submit the request the more likely it is that we can include it during our games!

Profession Focus Achievements (PFAs)

Maybe you want to use some of that XP you earned over the summer to purchase a new Profession Focus Achievement? Well, it’s easy enough to submit a Personal Plot Request, which is a require of the PFA process via our website, but I want to remind folks of a special DR:TX rule on PFAs:

In DR:TX you can have a PLAYER teach you a relevant PFA, but it still needs to be submitted as a Personal Plot Request so we can update your sheet and meet the rules in the book. We can still help with ST-led PFA mods, but we will only have a few spots each game to facilitate those requests. For instance, finding another player to teach you how to be a Graverobber can be a faster way to earn the PFA, and provide you neat roleplay and character ties at the same time!

Just like the other requests, we won’t take PFA Requests that are submitted the week of the game, so make sure you get these in ASAP!

wrap up

It’s great to be writing these blog posts again, and I have some plans for the upcoming weeks before the VALLEY OF FEAR! We have some exciting new changes this season, from new Work Orders, new Faction Buy Lists, a few location changes on our site, and more. We have a brand new team of Settings & Props folks working on ways to make our site and crafting areas more immersive, and maybe even a few new threats to hunt you in the moonlit darkness at Camp Kachina.

Next week, we will talk about some of the stories you should know, NPCs you might see, and important plot points that will be relevant throughout Season 4. After that, we’ll cover some of the changes in mechanics for Season 4, and as always, I’ll reserve a place for those last minute Mechanics You Need to Know the week of game. It’s coming up soon, and I hope you are ready!

Collection Day

We have two weeks left of advanced Ticket Sales for Pre-Registration for our April event, COLLECTION DAY! Today, I have a sneak peek of some of the story you can expect to see during this event. We will also discuss a BIG portion of the event’s premise - THE GRAVE TAX. Remember, there’s nothing certain in life but death and taxes!

Let’s first discuss the PREMISE of the April event, talk about some of the THEMES we will be exploring, and finally talk a little about the GRAVE TAX.

I also wrote a cool short story that I’m pretty proud of back in July of 2019 when we were first releasing hype about our factions in DR:TX. You read it on our FICTION tab, here:

Death and Taxes — Dystopia Rising: Texas (idratherbeinbravo.com)

Premise of the Game:

In the bloody wake of Holy Mother Queen Jasper’s final walk; Bravado’s Morgue is damaged beyond normal repair. Its delicate state, even prior to the extended use of the terrible ritual that interrupted Jasper’s connection with The Cycle, is indicative of a greater problem in the San Saba Territories, and that is the infrastructural deterioration of the morgue system; which has been ongoing since the cataclysmic damage it sustained during the final days of the Hiway War

The Grave Council, ostensibly responsible for the morgue system’s upkeep in the Greater Lonestar, is headed by the enigmatic spiritual leader and Mystagogue Takheeta Firstborn of the Imix Tribe and Commander Rampart of the Reckoners; the Grave Council’s military arm.  The Grave Council’s stated purpose, since its infancy in the wake of the Psionic Bomb, is to steward and to repair the deep structures of the morgue system; and to deliver to the San Saba people an uninterrupted and natural Infectious Cycle

To that end, Takeeta Firstborn has realigned the purpose of Collection Day; the historical holiday upon which the Grave Council collects its Death Tax with her greater ideal, and of stabilizing the morgue infrastructure the entire San Saba over. She, on behalf of the Grave Council, has agreed to accept not only Brass as the blood currency for her Tax, but Infection as well. In return for the lives of common farmers and delvers, she will pay their petty debts in full. Their biomass to her purpose, and their lives to her infernal engine of change.

Themes of Collection Day

Each game, when we start out writing content for the game we start by considering the major themes we want to explore. We generally couch these in some of the language of the 6 types of literary conflict, but we go a bit more specific than that for our starting design so some of these conflicts will deviate from the classics.

  • Healing Wounds Older Than You (Man vs God) The Psionic Bomb was a sin committed by desperate people in desperate times, and many of them are dead now; or drifters who left the place they saved when it was rendered a hotbed of radioactivity and death. But still, the repercussions of those old sins fall at the feet of those who followed after, who live in the world that those old sinner’s birthed in fire and blood. It is not the Vado’s old grievances that keep the morgue system from bridging the rifts within itself to heal, but it is their responsibility. 

  • The Grave Tax Does Come Due (Man vs Fate) In life there are only two things assured to us, Death - and Taxes. The Grave Tax is inevitable, it is necessary, and paying it yearly is as regular as a bowel movement. There is nothing glamorous or terrifying about the Grave Tax, so long as yours is paid on time and in full. Otherwise, the Reckoners; black-clad taxmen who specialize in wet work, will provide the only alternative known to Taxes; that being Death. 

  • The Infectious Cycle Goes On (Man vs Time) The ecosystem in the Greater San Saba is a complex series of biomes that range from the ivory blast land of the Dune Sea, to the megaflora forests of Essex, and to the murky and miraculous sea life that thrives just off the Clutch’s oil-slick shoreline. But, in every settled mile of the San Saba, morgues persist; people die; and they are hacked out like tonsil stones from the meat of the Mortis. Morgues are but connections to something Beyond Death, and though individual channels may wither and die off - still the Eternity Beyond remains beyond the scope of any one life. The Mortis is huge, and we rarely see beyond the shores of the Near Death.

Now that you understand some of the themes of the event, let’s talk about the primary conceit of the game, the collection of the GRAVE TAX.

the Grave Tax

Much like the PREMISE and THEMES of our event above, our mechanic of the Grave Tax is centered in the story. This is the main way we approach things in the DR:TX world and it informs how we design everything from new blueprints, mods, new threats, and every story we tell.

You can read in full about the GRAVE TAX here:

Primary Themes of the grave tax

  • Death has Consequences -  In a world where survivors can return from death, crimes like murder can run rampant unless some threat of punishment is enforced.  The Grave Tax is a method to prevent the needless deaths of shareholders, merchants, and Braves, and is assessed as a financial burden upon death.  Unnecessary death is frowned upon.

  • Death Comes for All, Pauper or Prince - The Grave Council does not care for the status placed upon a person in the times within the Mortis Amaranthine. They pursue their due from every being that walks the San Saba wastes. They also treat the death of a Pureblood from an ivory tower the same as they treat the death of a wandering Rover.

  • Story, not Punishment - The purpose of the Grave Tax is not to punish players for dying or to create an undue financial burden.  The Grave Tax provides a concrete way to involve yourself in the greater story of the Lone Star, interact with several powerful factions, and seek out assistance and roleplay with other characters in the game.  It is tied with the enforcement of law in the game and can be opted out if the player wishes to avoid a negative play experience by using the Pauper’s Fund.

The Grave Tax is meant as an avenue for story, not punishment.

What is the Grave Tax?

The Grave Tax is one of the enforced laws of San Saba Territories and a tradition of the Grave Council that helps cover the maintenance of the Morgues of the Lone Star.  This is a fee, normally paid in Brass notes, that a Groundskeeper is paid to retrieve someone from the Mortis Amaranthine and is tracked and collected by the agents of the Grave Council.  As part of an agreement with the recently formed Railroad Conglomerate, the San Saba Board has delegated authority over every Morgue within the San Saba territories and the Lone Star to the Grave Council and enshrined the Grave Tax into law of the Board. Even the Junkerpunks acknowledge the need to preserve the cycle of death through the Mortis Amaranthine.

“None shall interfere with the Delivery of the Post,
Nor the Collection of the Grave Tax.

- from the San Saba Charter of Laws

how much does the grave tax cost?

There are three classes of deaths that occur in the San Saba. This amount is assessed by the Groundskeeper that runs the death scene for a character, and it is recorded in our DEATH LEDGER and on your character sheet in the NOTES tab. You can always choose to have MORE taxes put on your sheet, if you like that extra spicy angst. (You know who you are!)

  • Class 1: Accidental or Unpreventable Death (25 Brass)

    • Death by Zed, Raider, or a Creature of the Wastes

    • Death from the Environment, or Natural Disasters

  • Class 2: Preventable Death (50 Brass)

    • Death that could have been avoided in some way.  Foolhardy, silly mistakes are normally classified in this manner.  Needlessly feeding the Gravemind is a threat to the delicate balance of the Mortis Amaranthine. This includes Duels, Crimes of Passion, and Violations of the Laws.  If an action of the deceased could have been avoided by upholding the laws and contracts of the San Saba, this level of fine is normally assessed.

  • Class 3: Intentional Death, or Murder (100+ Brass)

    • Purposefully feeding the Gravemind is the most grievous crime, particularly through MURDER. This can include collateral damage and actions that lead to the death of others in addition to themselves, particularly in ways that can be proven by the recently deceased or other witnesses. This is the starting amount of a fee for this type of death but can escalate accordingly to the severity.  

why is the grave tax necessary?

When a person emerges from a Morgue in the San Saba after death, there is a significant threat of a dangerous wasting disease being contracted, known as the Plague of the Unfinished. The Groundskeepers of the Grave Council have developed a number of procedures to limit this spread, and when they or a Sanctioned Graverobber is involved, the threat of this disease is minimal.

The Plague of the Unfinished: This extremely fatal disease was first discovered by Sanctioned Graverobbers of the Grave Council in the Lone Star. While the cause of the disease is unknown, the symptoms are quite obvious. During the process of rebuilding of a survivor’s body after a death, the body is ejected from the Mortis Amaranthine in an unfinished state. The process of regeneration is left incomplete, and the body begins a quick return to the Gravemind as it literally melts and rots away. The process is extremely painful, horrifying to watch, and has very few known cures if not caught quickly. When the victim emerges from the Gravemind after dying to this disease, they are cured if they can survive a second loss of Infection. Thankfully, the disease does not seem to be infectious in this form.

If you die and return without the assistance of the Grave Council, you can lose more than one Infection. This disease is no joke! This disease might even be relevant during the next event…

the Pauper’s Fund

Ultimately, the story of the GRAVE TAX is an OPTIONAL one. You might not enjoy roleplaying owing a debt to a shadowy organization of Graverobbers and Gravemind Cultists. That’s perfectly fine! The Grave Tax is meant as a way to create a cool story behind each death, not a burden or punishment. 

No player is required to have a Grave Tax added to their character sheet when they die. Period.

As an in-game reason for how this happens, The Widows of the Lone Star maintain an account with the Grave Council that helps alleviate the debt of the unfortunate or those that cannot afford to pay.  This fund normally pays the Grave Taxes of those that ask for assistance and is collected by the various charitable works of the Widows. The Pauper’s Fund can be used in the cases where a player wishes to opt out of this mechanic, within reason.  

The sole exception to this option is MURDER. If you kill another character and cause the loss of Infection in CvC Conflict, you’ll have to suffer the consequences for breaking the law… if you get caught!

We hope you will join us for COLLECTION DAY! Make sure to get your tickets early so you can have your character sheets pre-printed at the door. You can always buy you tickets on site if you miss out, but we appreciate the folks that can pre-register. This lets us know how many NPCs to expect for a shift (so we know when we can send out more zombies!), which players are planning on coming for Personal Plot Requests and PFA Requests, and helps us prepare an even better event for you!

Register — Dystopia Rising: Texas (idratherbeinbravo.com)

Types of Characters in DR

It’s time for another Rules Ramble with Jonathan! Each week, I’ll introduce a topic in the DR rulebook in a deep dive that focuses on explaining it in more detail than the book alone can provide. There are four core pillars of the DR game in my mind: Combat, Roleplay, CvC, and Economy, and today’s blog post will touch on a bit of things concerning Roleplay; particularly the differences between different types of characters in Dystopia Rising. This is important considering we will have some Casted Characters in play during our next event with a bit more agency than usual.

You can read all about these characters and how you will be able to influence them to change the world of DR:TX in a blog post by Shan last week:

Our ticket sales close on FRIDAY! You have a few days left to purchase a ticket online and pre-register, but you’ll still be able to get a ticket at the door!

Types of Tickets

Speaking of tickets, my blog post today actually involves a bit of the ticketing process for our game. Each time you attend a game, you have a few options for choosing a ticket that are outlined on P. 92 of the DR Corebook. Each ticket type essentially allows you to modify the amount of time involved in your CASTING SHIFT.

NOTE: Only 4-hour Casting General Admission tickets are sold at the door. All other types of tickets must be purchased during pre-registration!

The Casting Shift is the time you spend in game helping us portray the antagonists like Zombies and Raiders, or even other Casted Characters like merchants, delvers, or residents of Bravado. Casted Characters are sometimes referred to as NPCs, or Non-Player Characters. This is also sometimes called your “NPC Casting Shift” or “NPC Shift”.

NPC Casting Shifts signups are filled on a first come, first served basis through our Check-In system. Once you have purchased your ticket, please Check-In under the correct Ticket Type. If you are a Guide, please purchase the 4 Hour General Admission Ticket. If you are buying a $0 Casting Only ticket, you will need to spend at least 12 Hours on your Casting Shift to earn XP for your character.

Some casting times have limited availability based on our anticipated needs to run a fun and engaging event. If you want a limited casting time, or the reduced ticket with increased casting time, we strongly recommend picking up a ticket in advance. You can see what tickets are still available on our REGISTRATION page!

As you can see, the Tickets for a game introduce a few terms regarding types of characters that can be confusing, so let’s talk about those in more detail.

Types of characters

There are three types of characters in Dystopia Rising: Leading Characters, Support Characters, and Casted Characters (also sometimes referred to as Extras). Other roleplaying games like D&D often refer to these types of characters as different terms, like PC or NPC. Depending on a person’s experience with games, you might hear these terms used interchangeably, so let’s talk about the differences within each type of character in Dystopia Rising.

For our game, we use some Hollywood terms to refer to our characters, as if we were making a movie or TV show together. Each type of character in our game has a similar example in a production like this. You might have the stars of your favorite show, the supporting actors or recurring guest stars, or even the extras in the background drinking coffee at the café or walking across the street. Collectively, they represent the CAST of that show, but each role has a different focus and impact on the storyline. We often include terms like “scene” to refer to a moment in a game as well.

Like a TV show cast, the main difference between types of characters in Dystopia Rising is their focus and agency. Let’s look at each example:

LC - Leading Characters

The Leading Character (LC) is the primary type of character in our game - played by our players! Other roleplaying games sometimes call this a “PC” or “Player Character”. When a character is in a leading role in a movie or TV show, the focus of our story is on them. We care about their backgrounds, their conversations, and the challenges they face. Since our players are the star of our show, LCs can do pretty much everything in the game, including combat, econ, roleplay, or CvC.

I [pause] am a [pause] leading character..

“These characters are used by standard participants for the majority of their engagement with a game. These are characters that players portray with full agency over the character’s decision-making process within the guidelines of community, shared story, and genre. A player’s ability to have 100% agency over their character shifts to a shared agency once a character engages other participants. This is the nature of shared storytelling, where all involved (staff and participants) share the authority over scenes engaging participants within the framework of genre, safe community and fair play guidelines.” (DR Corebook, p. 16)

An important emphasis here is that while your characters have full agency in most situations, situations involving other characters need to consider SHARED AGENCY. This is generally referring to CvC, but it is also a reminder to make sure that EVERYONE is having fun in a scene, even if it’s just roleplay and not involving combat. You also need to be mindful of our Community Guidelines, and make sure you are following the rules - that’s part of fair play!

One last consideration on agency as a LC — while you have a LOT of ability to impact the world and the characters around you, you must still consider this shared agency responsibility when it comes to the politics of our game. Characters in DR:TX can join one of our major factions, becoming a stake holder in the San Saba Territories (this might be useful next game, if you have Tribes Disparate membership). Once you reach Master Society Membership, you have a bit more influence than most on how the affairs of the faction resolve, and you’ll be involved in more choices that impact your role in the group.

However, this agency will never involve sole leadership in any faction. You can be influential, but you’ll never really be able to fill the shoes of someone like Felicity Redfield. We’ve found that small groups of players in political positions find it challenging to follow their own goals as an LC while ALSO creating engaging content for others. For this reason, we will always retain measures in game that mean staff can inject that drama and story in ways meant to engage with a much larger player base and story. For instance, no LC will be able to be the next King or Queen of the Tribes Disparate, but they CAN be leaders of a House, like the Cervaxi Tribe or the SCAdians. The primary position of leadership will be held instead by a Reoccurring Casted Character (see below).

SC - Support Characters

The Support Characters role is reserved for our Gamerunners and Directors. Shan and Aesa are the primary folks that hold this role in DR:TX, but this could also include members of the DR National Staff or other chapter owners that are visiting too! Like a director in a movie, their primary focus is on the game itself, not the actions of their individual characters. SCs can do most of the same things as an LC, but generally try to avoid things that might provoke a conflict of interest like non-negotiated CvC or being the leader of a crew.

“These characters are overseen by an employee or event owner. While SCs follow all guidelines of standard LC growth and the game rules, the focus and direction of SCs is restricted due to the fact that employees have a greater degree of knowledge and understanding of the world, operations, and story that occur. This greater knowledge and understanding means that the interests of an SC (as a character) will always take second place to the interests of other participants. Support Characters are restricted in what stories or engagements they may have, in order to prevent conflicts of interest and to not allow bleed of character actions to influence and affect a staff member’s station and position as a business owner or employee.” (DR Corebook, p. 17)

At DR:TX, we do try to make sure our Gamerunners have a chance to play from time to time. It’s important for Shan and Aesa to get some time to play their characters, as actually participating in the game is a big part of being able to enjoy themselves and prevent burnout. Luckily, we have a great team of Guides, Admins, and STs that can step in to fill their shoes to give them a much needed break!

Casted Characters (or Extras)

The DR Corebook refers to this last category as Casted Characters, or Extras depending on what part of the book you are reading. It’s a little confusing because both terms are used in the book, but only one is actually defined. But if you see one of these terms they effectively are the same thing. We will also sometimes refer to this type of character as an NPC, or non-player character. This is a bit of a holdover from roleplaying games and video games, but it’s easy to understand and most people can quickly grasp the term once it’s explained.

Any good super hero movie needs the faceless thugs and antagonists in the background of a fight, and our Casted Characters help fill in these roles. During the Casting Shift, our Extras serve a key role in Dystopia Rising by representing monsters like Raiders and Zombies, or other mundane characters as the STs and Guides require. One benefit of this allows us to field living, breathing opponents across the field from you, to really dig into that feeling of surviving the zombie apocalypse. When there are actually 20 zombies surrounding you it tends to thrust you into the moment and help with immersive roleplay.

“This is a character that is represented by a participant during a Casting Shift. A Guide informs participants what sort of persona they will be portraying based on the content the writers produce for the event and helps make sure their time as an Extra is an enjoyable one. These characters have a limited scope of interest, purpose, and history that is defined by the duration of an engagement or a series of engagements written as part of a staff-created plot and story. Extras are portrayed similarly to LCs, however, the interests and focus of the people portraying Extras are driven by story, plot, and enriching the experience of participants actively portraying LCs instead of making decisions based on the agency of the best interests of the character. Extras may reoccur; however, they only do so if dictated by story and plot requirements.” (DR Corebook, p. 14)

The key difference in this role for me is, as a Casted Character or NPC, you are meant to LOSE. Period. The other characters are the heroes of this story. You don’t “win” at an NPC shift when you kill a character, you “win” when folks are having fun. When you are on shift, your goal is to provide a memorable and fun experience for your friends, so that when it comes time for their turn as a NPC they can return the favor and provide that fun in the future.

One of our jobs as STs and staff is also to make sure we have interesting and engaging content on our shifts for the Extras, so that you can also have a bit of fun in the process. We strive in DR:TX to have varied types of mods during the Casting Shift, with options for both roleplay, econ, AND combat. We also strive to provide content for our non-combat players as well while they are on Casting shift. Some players even enjoy the NPC experience so much they sign up for Full Casting Shifts, and they don’t play an LC at all during the game!

Reoccurring Casted Characters (Face NPCS)

One last kind of “hidden” role within the Casted Character category is that of the Reoccurring Casted Character, sometimes known as a “Face” NPC. In our TV show analogy, this is a regular Guest Star or that named background character that stands out a bit more than usual. I think of folks like Nick Fury or Agent Coulson in the Marvel universe, when I talk about Face NPCs. While they still exist to keep the focus on the LCs, our Face NPCs have a bit more agency than a usual Extra. These characters also help establish continuity, as the same person plays them each time they appear and they can react in the play space based on those past experiences better than a random zombie or merchant.

Reoccurring Characters are actually alluded to in the book, in the same section on Extras:

Extras may reoccur; however, they only do so if dictated by story and plot requirements.” (DR Corebook, p. 14)

When a ST or Gamerunners has a particular story in mind, they might reach out to a volunteer for an additional role. The choice of who plays that role is mostly up to the ST, but if you are interested in being considered for one of these roles in the future you can let us know by submitting feedback or sending an email. While we often rely on our Guides and STs to fill these roles, we strive to vary our casting as the story demands. We look for folks with great acting ability, proven experience with the ruleset, and those folks that are an outstanding member of the community that we can trust to help fill this valuable role. This role will often earn additional CAPS for the volunteer time, and we generally work with that player to help them develop a unique costume and look for the role.

Some of the Reoccurring Characters in DR:TX include Faction leaders like Felicity Redfield, Tabitha St. Mercy, Commander Rampart, Mama Rabbit, Gustav Glasseyes, or Boss Wyatt. Each time they enter play, the same “actor” is behind them. Sometimes, this is a Gamerunner or an ST spending time in play outside of their normal shift, but sometimes we rely on the folks outside of the Storytelling Team as well, like in the case of our upcoming game.

In our next event, QUEENSGRACE, we will have a few new faces in our Reoccurring Casted Characters. Shan talked a bit about this concept in our last blog post! These Face NPCs will be in play for large chunks of the game and will be playing the role of the leaders of the Tribes Disparate. These 14 different characters will have a chance of interacting with you over the weekend, and your actions will determine the future leader of the Tribes Disparate. Our Reoccurring Characters have been very, very thoroughly coached on how to behave in the play space, but they will have objectives to achieve, motivations and reasons for their behaviors, and secrets you can uncover.

We are very excited to introduce some of these characters, and we can’t wait to show you more! Our hope is that this enhanced agency will allow these Casted Characters to provide meaningful roleplay opportunities, make them feel like a real character, and a give you a chance to directly impact the future of our story in Bravado.

wrap Up

No matter the role your character or NPC has, one last thing to keep in mind is that you are still in charge of your character actions in game, through a process called Steering. Next time, we will dive a bit more into the concept of Steering, how to apply it in game, and ways you can enhance your roleplay experience. See you next time Vados!

Long Term CvC

It’s time for another Rules Ramble with Jonathan! Each week, I’ll introduce a topic in the DR rulebook in a deep dive that focuses on explaining it more detail than the book alone can provide. There are four core pillars of the DR game in my mind: Combat, Roleplay, CvC, and Economy, and today’s post is our last delve for now into the logic behind some of the things involved with CvC, or Character vs. Character behaviors. Our specific topic this week is Long-term CvC.

In my previous CvC themed posts, we covered an Introduction to CvC and then we covered the pretty dense Theft Rules of Dystopia Rising. Last time, we covered the rules for Conflict in the Moment. Our friends at DR:NY also had a great series on CvC you read about HERE. I highly recommend reading this before we continue our discussion here.

We also still have tickets for our next event QUEENSGRACE open! Make sure you can attend our next event — it’s going to be monumental for our setting!

There are a few core areas in the book on CvC, and we’ve taken a look at each part during this series.

  • CvC in the Moment (p. 160) - Rules for spontaneous CvC encounters, and how to use the “C” symbol for conflict. I would consider this “unplanned” CvC.

  • Long Term CvC (p. 161) - Suggestions for how to approach CvC that happens over several games or longer, including how to recognize your limits. I consider this “planned” CvC.

  • CvC in the Wastelands (p. 162) - Rules for the WASTELAND, an area where consent to CvC is implied simply by entering. We covered this in Part 1.

  • Thick as Thieves (p. 163) - Rules for THEFT in the world of Dystopia Rising, what you can steal, how you do it, and what consequences can look like. We covered this in Part 2.

In addition to the sections in the book on CvC, we also have some other additional resources for the game.

  • Wasteland Map - You can find a map of the current Wasteland Zones within the DR:TX game space at Camp Kachina.

  • Survival Ethos System (SES) - This is an out of character mechanic for “opting in” to CvC in advance, no matter where you are in the game.

So let’s cover what happens when you want to PLAN conflict with another character..

LONGTERM CVC

The Long Term CvC section in the DR Corebook is only 4 paragraphs long, so I don’t have much here to work with as we explain this section. However, I have some good advice and lessons I’ve learned in my years in DR to share with you. Hopefully, what this looks like in practice that may be helpful to you in your own CvC negotiations.

The book outlines a few steps in these paragraphs on p. 161 (emphasis mine):

  • Have a conversation with the other person BEFORE you escalate into conflict

  • Check if they are okay with that conflict in advance!

  • Define what sorts of conflict you are comfortable with, and what CvC means to you

  • If they are NOT okay with conflict, deescalate the situation, find an alternative path, or plan to avoid situations or people where conflict would occur.

The big takeaway from the book for me is that Long Term CvC is PLANNED CvC, where as Conflict in the Moment tends to be UNPLANNED. Long Term conflict is something you think about in advance and communicate with the other players on BEFORE it happens, while the more short term conflicts can often be a reaction to an event of some kind in game and need that communication on the spot instead.

The need for communication here is so very important. At first glance, it might seem like a good idea to want to initiate a CvC fight in game without talking to that person first because you want the attack to be a surprise. You don’t want to give them an edge in the fight if they know it’s coming, after all! This kind of mindset is really common for new players, players from other games like Vampire or Nero, or even veteran folks that might remember an earlier time of CvC in the DR 2.0 world. However, not only is that idea against the spirit of the rules, it’s a recipe for a bad time.

This style of conflict misses a BIG component of the CvC rules above because it lacks that element of communication. The only person or group that really enjoys this kind of surprise attack is the aggressor, in my opinion. When you don’t communicate your intentions in advance and set a social contract for the conflict you want to see in the world, it’ll be much harder for the other person to respond positively to the conflict. If you really want to see that ambush style event happen, TELL the other party about that! You don’t have to plan out every swing in a fight if you want to keep it organic, but you DO have to talk about it first.

  • JONATHAN’S ADVICE: WHILE IT MIGHT SEEM A LITTLE COUNTERINTUITIVE, YOU CAN STILL HAVE ROLEPLAY THAT INVOLVES SURPRISES, TRAPS, AND AMBUSHES EVEN IF THE OTHER PLAYER KNOWS ABOUT IT IN ADVANCE.

Seeing a trailer for a movie, reading a synopsis of a show, or reading a cover of a book doesn’t necessarily spoil the content for me, but I can’t guarantee that another person will feel that same way. If we don’t talk about it first, it will just lead to resentment and anger because our social boundaries were crossed — all because we didn’t communicate them first! When expectations aren’t communicated and met, resentment and anger grow.

“If you can’t talk about CvC with someone without the potential for real-world drama, then the pairing of you two for CvC probably won’t work out.” (p. 161)

Lastly, sometimes people just shouldn’t CvC with each other. There are many reasons why a person would want to avoid CvC with a particular person, both in game and out of game. CvC is both a privilege AND a responsibility in DR. It’s not just about one player’s fun, but about BOTH player’s fun! Your focus in CvC should consider the benefit of the story versus the potential for real-world conflict. If it’s not going to be fun for everyone, it’s better to walk away and find a different story than potentially create a conflict that will hurt someone in real life.

Why should you consider Long Term cvc?

So, you’ve reached a decision that you still want to pursue long-term CvC and you’ve found a willing partner in crime to help you tell a great story. Great!

Long Term CvC can provide real consequence and a great story because it’s now an opponent with access to the same skills, same equipment, and same abilities that you have across the field. They might have friends to back them up, or a powerful political position. They might have more XP on their character than you, or better equipment. And when a fight has bigger stakes, you can have bigger stories. The main advantage of long term CvC is that it provides a way to push your character towards meaningful conflict.

A meaningful conflict applies pressure to a character to act, because if they refuse to take action, that story ends.

Meaningful conflict is conflict that reveals something about your character. A rival character is in play for much longer than that quick NPC encounter in game, so the possibilities to continue that story are endless. That fight doesn’t have to end with character death. With the Infection, even dying is temporary and that rival could come back for revenge and bring friends with them! CvC can present an engaging challenge but it can be a wider variety of scenarios than you might think.

CvC can really include ANY action that undermines the safety, stability, or security of another character or group, and it can take other forms than just combat. It might be an attack on another character directly with a boffer, sure. But it could also be a series of heated arguments about faith around the Depot, a price war between your crews as you try to sell some of your hard earned scrap and herb, or it could be a bragging contest between two master thieves trying to steal something more noticeable or important to that person when they aren’t looking, all while leaving a calling card to taunt them with their skill.

The most important part of Long Term CvC for me is to really decide what those stakes are in advance, and what you want that conflict to look like. It starts with an out-of-character CvC negotiation, so let’s look at some ideas of things to consider in this conversation.

CVC NEGOTIATION IN PRACTICE

The book is very lacking on actual examples of what kind of things you should discuss in a CvC negotiation, so I’ve built a list of some of the best practices I’ve seen over the years. Here are some boundaries you should look out for in a CvC negotiation, but I’ve probably missed a few to be fair. I’ve grouped these into two main categories — things that cause a change to your character sheet, and some of the common situations to consider for CvC.

possible Changes to your Character:

  • How do you feel about short term effects like entering Bleed Out, or being Mangled?

  • What about roleplay affects like being affected by a Hallucinogen or Intoxicant?

  • How do you feel about poisons (particularly ones that can be secretly put into your food or drinks) being used in a conflict?

  • What about long term effects like being inflicted with a Disease or story effect?

  • How do you feel about Infection loss as a potential consequence?

  • What about more than one Infection loss, or repeated deaths?

  • What about permanent character death?

  • What about items or effects that interact with your Grave Mind scene like Necrokinetics or Death Brews?

  • How do you feel about losing items to theft like weapons, blueprints, or Brass? Is there a limit that you’d like to set on what is fair game?

  • How do you feel about Larceny attempts to pickpocket you?

  • How do you feel about gaining Fractures as part of the conflict?

Situations to watch out for:

  • Do you want to arrange a Guide to observe the conflict in advance?

    • THIS IS SUPER IMPORTANT! It’s okay to ask for a Guide to observe a scene — it’s still CvC after all. If you cannot agree on this very basic situation, then maybe you shouldn’t consider CvC with that person. Long Term CvC ultimately requires trust between both sides!

  • How much do you want to plan out the actual conflict scene in advance? Do you want to heavily script the encounter in game, or keep it in the moment?

  • How do you feel about yelling, screaming, insults and other aggressive roleplay?

  • How you feel about physical touch or boffer combat?

  • Are surprise attacks okay? What about nighttime raids of your cabin?

  • What about conflict during another scene or module? Is engaging you while you are fighting zed or raiders, or negotiating with that Face NPC going to be okay?

  • Do you want to sign up for the SES System?

  • Who is going to be involved in the conflict?

    • If it’s a violent conflict, it’s especially important to consider allies or a crew into the conversation too. Nothing can make a person change their mind about CvC like feeling overwhelmed or ganged up on!

  • Are there any areas of the site that are off limits for conflict?

  • How do you feel about indirect CvC against your character, like a whisper campaign to ruin your reputation or economic sanctions like convincing crews not work with you?

  • If someone makes your favorite crafting area or cabin dangerous, how do you feel about that?

  • Are there any times of day or night you don’t want to consider CvC conflict?

  • Can you set up a safety system like a safe word to handle changes in the moment? What if you were ready for a conflict but something has changed? How will you communicate that change?

It’s also important to consider what happens AFTER the conflict. Say everything goes swimmingly with the scene, and it’s really rewarding for you and your CvC partner. What about onlookers that decide to jump in to help? What will your crew think about someone else starting conflict with one of their friends? How will you handle Law Dogs chasing you down for murder? One of the quickest ways a CvC encounter can spiral out of control is failing to account for ALL of the people impacted by the scene, not just the immediate actors.

Follow up AFter the CVC conflict:

  • How will you handle spillover, impacting other characters in the game? Are there any limits you need to consider first?

  • Does your crew know about the CvC Negotiation, or are they already involved? What about outside contacts like friends or members of your faith?

  • How will you handle other characters being involved that you didn’t expect?

  • How do you feel about social ramifications or consequences for the encounter?

    • Remember that theft and murder are breaches of the Law of the San Saba, even if you agree to the CvC encounter first or are in the Wasteland. These types of actions can earn the attention of the Law Dogs!

  • What do you consider a Conflict of Interest?

  • Is there any character or player that you don’t want to include in CvC?

I’ve attempted to cover a lot of the situations to watch out for in CvC, but I’m sure I missed something. This is not meant as a replacement for simply having a conversation with your CvC partner. You are going to make mistakes, but if you can be honest about your feelings and communicate with the other players it will go a long way to avoiding hurt feelings or bleed.

Remember: CvC is both a privilege AND a responsibility in DR. It’s not just about one player’s fun, but about EVERY player’s fun!

Next time, we’ll cover some of the things to look forward to during our next event, QUEENSGRACE. What does the SUMMIT mean for your character, and what should you expect? See you then Vados!