DR Live

The Power of Feedback

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to the start of our new sixth Season! This week, I’ll be covering some useful tips for leaving better feedback, both for games you attend here in Texas, or as part of the global DR Live process that’s happening right now!

Our photos for this post were taken from previous DR:TX events by our talented Photo Team, including Max Pohlmeier, Lauren Guzaldo, Sidney Betzina, and Jason Dumas.

Feedback on dR LIve is now open!

While the rest of the country was getting ready to celebrate July 4th, our Network Support Team was hard at work releasing the next edition of our game, Dystopia Rising Live. This is a BIG project, and it includes multiple books that make up the new edition. Over on the National DR Discord, they’ve started a section for feedback on the new edition where you can share your thoughts, praise, and concerns about the new edition. It’s a very neat opportunity to have a say in the rules and offer suggestions for improvement.

The following books will be available to read and provide feedback on:

  • Player’s Guide

  • Guide’s Guide

  • Sample Zombie & Raider Threats & Support Materials

  • A Global Plot Kit - "Illusions of Civility"

  • A World Kit - The Grave Divers

  • A sample from the book in progress "Strained Ancestry" which includes how strain variants work (with the Devoted written as a sample).

Feedback will be closing for the first round of player-driven feedback on July 15th, so you only have about a week left to get in your messages. After that, Michael Pucci and the Network team will be hard at work helping us get content ready for our national event in October, DOWNFALL! There will still be opportunities to provide feedback on the Discord, but they won’t be making any further changes to the books until after our October event.

The Network Team has been really responsive to messages on the Discord, and they’ve already made some significant changes to the rules based on direct player feedback and discussion. Here’s a short list of just some of the recent changes:

Player Feedback Changes

  1. Update to Faith skills to provide more AoE impact as well as a way to spend more to target individuals not of the same faith.

  2. Rewording for clarity A La Menthe

  3. Addition of basic creature type identification to “Basic Wasteland Lore

  4. Addition of in character language to determine how much someone needs to be healed with Basic Medical (not total numbers)

  5. Update of Line of Sight to 50 feet

  6. Adjustment to Life for a Life to reduce total potential infection loss and making the timing scope for when the roll needs to be done more adaptable to the scene

  7. Adjusted mechanics for Interfere to provide a short protection to the Target of interfere

  8. System for new player (not new character) improved initial experience points

  9. Rewrite on the Cerebral Scourge disease

  10. Massive improvement for Piercing Strike

  11. Corrected content to updated design that Resolve is not what is lost every time someone is damaged in Mortis scenes, but it is used in Zones of Mechanics specific to Mortis

  12. Adjustment on defenses on Ground Shatter

  13. Addition of a limited research lore ability in addition to the specific questions option provided by Master Education

  14. Removal of the 25% XP loss on character XP carries from character to character, as long as all blueprints, item cards, resources, and currency are turned over. The XP loss was a mechanics fix for what was a “bad apples” issue. The xp loss is removed, games will treat people who do not turn in materials as cheating.

As you can see, there’s been some great changes based on player discussion and preference, and there’s still more coming. If you feel up to the challenge and have feedback on the new books, we encourage you to speak your mind and participate in the conversation.

With that feedback in mind, we’d like to share some of our best practices for how to give better feedback and some suggestions for improving how it will be received.

How to Give Better Feedback

While our team at DR:TX strives to present a great game, full of story, horror, and action, we love to hear from our players after each event. We love to hear if you experienced something really amazing, exciting, or tragic happen at game, because we want to make more of the content you love and enjoy. Conversely, if there is something you did not enjoy, or something which needs to be addressed, we would really like to hear about that too.

  • After each event, or just whenever you feel like it, you can submit your feedback to the Admin team on our official DR:TX Feedback Form. This is a free form submission that goes right to our inbox, so we can respond to it in a timely manner.

  • If you are participating in the DR Live Feedback, you’ll want to submit your comments and conversations at the National Discord. You can chat in the #dr_live-discussion channel, and you can submit your individual posts via the #itemized-dr-live channel. Make sure you check the channel for open topics, as another player may have already started a thread on your feedback topic!

  • For DR Live feedback, remember to include a page number and book name (such as the Player’s Guide or Guide’s Guide) of where the topic is referencing, so you can help others follow on on your feedback. It’s also help to check the books first to see if the answer is in there before asking your question or submitting feedback. You might find the answer is in another book like the Guide’s Guide or a setting book like Grave Places.

With these two places for feedback submissions in mind, let’s talk about a few ways you can improve the feedback itself.

  • Good feedback is smart

You might have heard this acronym for feedback - S.M.A.R.T. This goes way back to an article by George Doran in the November 1981 issue of Management Review. This simple but useful framework for organizing feedback reminds you to consider several important points before you begin. I’ve found this to be a help tool in my day job, and I think you can apply it well to DR feedback too!

  • S - Specific

    • Be specific, and not too generalized or vague. Provide evidence to support your feedback and include any necessary details that might be useful.

  • M - Measurable, or measured

    • Decide how you could measure the success or define how to proceed with your feedback, and this is especially important for constructive feedback. What does a resolution look like, or how could they improve or fix the problem?

  • A - Actionable, or achievable

    • Be realistic and offer attainable feedback given their skills, resources, and constraints. Make sure it’s something they have some control to fix, and something that can actually be resolved or addressed.

  • R - Relevant

    • Stay on topic and narrow the feedback to the more important parts. Try to avoid too many topics at once and stick to the most important bits of feedback.

  • T - Timely, or time-based

    • Give the feedback as soon as possible and set a clear and specific timeframe for followup. Be understanding that a response to feedback might not happen right away, especially after an exhausting DR event or pages and pages of online feedback.

As I cover below, this isn’t the only thing to consider while giving feedback, but it can be a great place to start. Here’s some basic ways to apply this framework to DR feedback, and with a few other suggestions outside of the SMART framework.

  • Good feedback is Specific

It’s easy when giving feedback to default to generic, broad statements. Try to avoid broad and unspecific words like “always”, “usually”, “everyone” and “never”. When you can use personal statements like “I feel” or observations like “This is what I saw or read”, you can speak from your own perspective instead of a vague concern that might lead to your feedback being dismissed. Instead, stick to the specific facts and feelings that impacted YOU directly to describe the situation. How does that rule or situation impact you, or how did it make you feel?

Be careful about assuming the ‘bandwagon’ approach, and assuming that everyone else shares your opinion on that rule. Try to stay away from terms that assume others have the same experience, like "everyone has said", “everyone had this experience” or "everyone does". Own your own feedback, speak for yourself and let others speak for themselves.

Before giving DR Live feedback consider if the feedback you are giving is a mechanical issue, a preference, or something specific to our game. If it is a preference, please think about what style of play you engage with and express how the feedback interacts with that style of play. This means being receptive to new ideas and different opinions. Often, there is more than one way of doing something and others may have a completely different viewpoint on a given topic. You may learn something worthwhile, as there are a lot of different games out there!

  • Good feedback is balanced

While we want to hear all of your feedback, it’s important provide us with feedback regarding the things you like as well as the things you didn’t like. It’s easy to point out mistakes and problems, but don’t forget to include all the things you enjoy as well. When you balance the feedback with good feedback and constructive feedback together, you can help maintain the self-esteem of our writers and staff, and help make sure they can appreciate the nuances of your topic. If all you post is negative or constructive feedback, it can lead to challenges with getting heard on the feedback.

It’s okay if you want to offer advice or ways to improve — we want to hear ways we can make your experience better. But don’t forget the human beings behind the game and behind writing the new DR Live system. We love this game just as much as you do, and a little kindness goes a long way. We want to hear about what you like about the new system just as much as they want to hear your suggestions for fixing the spots you don’t like.

  • good feedback is actionable

The best feedback not only lets us know how you felt about a rule, a situation, or an experience, but it also offers a suggestion for how we could improve, or a way to fix the problem. One strategy is to open by stating the behavior in question, then describing how you feel about it, and ending with what you want. Don’t stop with just the part you want to see different, but think about how it could be fixed in way that would feel good to you or others.

For DR Live feedback, try to include examples to illustrate your statement. How would you fix that problem, or what is a resolution that would solve the problem? What could be an alternative action that would produce a different alternative result? Offering alternatives rather than just giving advice can also allow the receiver to decide what to do with your feedback.

  • Good feedback is realistic

Feedback should focus on what can actually be changed. It can be frustrating for staff or players to get comments on something over which they have no control. Remember, other player’s behavior is rarely that consistent, or it may not be something that we have control to change. Try to focus on ways that we can respond to your feedback in a practical way. We will always strive to control what we can control, but we need to be realistic about big changes. It may not be possible to make that change, or go back in time to fix the mistake.

For DR feedback, also consider the scope of your request. With a lot of the books mostly finished, will that suggestion mean rewriting dozens of blueprints or updating multiple books with the change? Consider if your suggestion would require rewriting whole sections of the book or designing brand new skills from scratch. If so, it may be harder to implement that kind of feedback before our event in October. Additionally, consider if this is something that can be solved by a local rule that we implement in Texas, or is it something that needs to change in the global rules?

  • good feedback considers tone

One big challenge of providing feedback is that written communication loses most of the tone and body language that makes up over 90% of our communication. When we have a conversation in person, a lot of those subtle cues can help us understand the tone and emotions of the person we are talking to and written text has none of that easily included!

People tend to respond best to feedback that’s candid, empathetic, supportive, encouraging, constructive, and respectful. By contrast, most people respond worse to feedback that’s interpreted as sarcastic, cruel, accusatory, condescending, disrespectful, pessimistic, or patronizing. It’s important that you let the person you are providing the feedback to know that your feedback comes from a place of caring and not one of judgment or anger. For example, especially critical feedback might be best delivered in person, where tone can be more thoughtfully regulated.

Always start with the assumption that folks are trying their best. Assuming — or worse yet, saying or writing — things in a negative way is a lose-lose scenario.

Responding to feedback

If you engage on the Discord for the DR Live feedback, you might eventually get a response from one of the Network Support team or even other players. If you send in feedback to our Feedback Form, you’ll eventually get a response from one of our team with followup questions or comments on your feedback. When that happens, you’ll have an opportunity to respond to that feedback yourself!

Here’s a few helpful tips for when the feedback is directed your way:

  • Actually READ (or listen to) the feedback given. This means not interrupting, assuming, or skipping to the end to make your comment. Hear the person out, read the whole response, and think about what they are really saying, not what you assume they will say or inferred from their writing. You can absorb more information if you are concentrating on listening and understanding rather than being defensive and focusing on your response.

  • Understand the message. Make sure you understand what is being said to you, especially before responding to the feedback. Ask questions for clarification if necessary. Listen or read actively by repeating key points so that you know you have interpreted the feedback correctly. In a group environment, ask for others’ feedback before responding. As well, when possible, be explicit as to what kind of feedback you are seeking beforehand so you are not taken by surprise.

  • Consider your response before you hit send. Read over your response before you hit ‘send’. How would you read that if it was directed at you? The National Discord has a time delay to allow you to think about a response before you can even send another message, and this can help create a better discourse rather than just one person dominating the conversation with quick, successive messages. Assess the value of the feedback, the consequences of using it or ignoring it, and then decide what to do because of it. Your response is your choice. If you disagree with the feedback, consider asking for a second opinion from someone else.

  • Be open and non-judgemental. This means being receptive to new ideas and different opinions. Often, there is more than one way of doing something and others may have a completely different viewpoint on a given topic. Other games may be smaller, or have entirely different experiences with that mechanic or story. Remember, DR:TX is one of the largest games in the network, and we often have a much different culture than some of the other games across the network.

  • Concentrate on the behavior or feedback, not the person. One strategy is to open by stating the topic in question, then describing how you feel about it, and ending with what you want. Avoid personal attacks against the person, and instead focus on the content of their feedback and suggestions. Can you find any places you agree, or what are they really trying to get across? Remember that they are people too, and they love this game as much as you do.

  • It’s a dialogue, not a monologue. Ultimately, your comments are part of a broader, ongoing conversation with the other players in Dystopia Rising —not your one chance to get everything across. You need not say everything that you’d like to, either positive or negative. You can even offer other players the chance to talk to you directly via instant message or chat about further questions they might have.

wrap up

That’s it for today, Vados!

It is an exciting time for the next edition of our game! While the formal launch of DR Live is still on the horizon, our event in October will be the first time you can experience the rules for yourself over a weekend event. We will have some fun workshops on Thursday of our event, as we continue into the extra-long game that starts Friday morning!

Take a look at our Downfall website for more information, including a plot synopsis, an FAQ, site information, and more!

With the end of the first round of player feedback, we are at a point where the rules are stable enough to start digging a bit deeper. Over the coming weeks, we will be sharing a series of Rules Rambles on the next edition, in short, bite-sized bits of content that will help you further understand the new rules. Our goal is to arm you for the October event with the information you’ll need to understand the rules and be able to dive into the DR Live experience!

See you next week!

Dystopia Rising Live

Howdy! It’s Jonathan here with an important Summer update! We are still hard at work on preparing our next season and will have our team selection announcements soon. But, for now we have a special announcement about the next edition of our game, Dystopia Rising Live!

On Monday, July 1st, at 1:00 PM CST, we will be launching our tickets for the upcoming National DR event hosted by Texas, Downfall 2024! We are super excited to share further details about our event on our brand new homepage, which you can find below. You can find updated information if you will be traveling to our event, a synopsis of the story you can expect, and an introduction to the setting for the event, the Fallow Hope fortress of BASTION.

DR Live beta Rules released!

Additionally, Monday is also the release of the Beta DR Live rules, and you can finally read through the new edition for yourself! This will be the rule set we use for the National event in October, so you have plenty of time to catch up on how it all works. I’ll also have a series of blog posts over the next few months introducing the new system in my classic Rules Ramble style.

The majority of the DR Live Books will be released to the public on July 1st, 2024, with the Blueprint Sample List following soon.

You can download the new books on the Dystopia Rising Live website.

The following books will be available to read, with feedback to follow at a later date:

  • Player’s Guide

  • Guide’s Guide

  • Sample Zombie & Raider Threats & Support Materials

  • A Global Plot Kit - "Illusions of Civility"

  • A World Kit - The Grave Divers

  • A sample from the book in progress "Strained Ancestry" which includes how strain variants work (with the Devoted written as a sample).

We recommend starting with the Player’s Guide, but Michael Pucci has echoed our DR:TX tradition of Radical Transparency by making ALL of the books available to read for EVERYONE, including a sample threat guide. While we sometimes conceal certain elements of the threats until you encounter them in game, you’ll get to see for yourself that dangers that you will be facing in October. This is very cool, and we are so excited for a new edition.

Important Considerations for a new edition

Before you get started with the reading, let’s cover a few of our suggestions for the new edition to set proper expectations.

The is not the official launch of DR Live, just an early look

While we will be running the first ever DR Live event, this won’t be the launch of the new rules across the network. We will still have several events using the 3.0 Rules, starting with our season opener in September, THE FALL OF THE SAN SABA BOARD. While we hope that the official transition to the new edition comes soon, we want to make sure we are ready for the change!

Preparing for Change

A new edition is very exciting, but it can also be a LOT. You don’t have to read this right away, and I’ll be working on a series of DR Live Blog Posts to share some of the changes, dive into some important Rules You Should Know, and help provide some context in the style you’ve come to know and love. But, with change comes some uncertainty too. It’s okay to be unsure of the new rules, or to worried about a new rule set. While the new edition does bring some big changes, I’ve been working on feedback on this edition since early this year and I’m so very excited to share why I think this is the best edition of Dystopia Rising yet!

Read First, and Write Down Your Questions

It’s exciting to read all the new rules, but I encourage you to actually READ the content that has been released as much as possible. Many of your questions may actually be answered in the book, so you may find the answer to your question as you read ahead.

We recommend starting with the Player’s Guide, as this will be where you reference most of the rules for your characters. You’ll find all the details there about Skills, Professions, and how to build a character. There’s a lot of detailed info about item cards, Fractures, and Diseases in the Guide’s Guide, but this is mainly a peek behind the curtain on how to run an event. If you want to keep a few surprises for yourself into the new edition, the Threat Guides and the National Plotkit may have some spoilers if you decided to take a look.

If you encounter something that you don’t understand, jot down a note on a piece of paper or in your Notes app on your phone or tablet, so we can help answer any questions you may have.

Ask Questions!

We already have some Discord channels set up on our DR:TX Discord for discussion on the DR Live rules, so we can already start fielding your questions. We will have some upcoming Discord hangout events as well, giving you a chance to ask your questions directly to us, and we will do our best to answer any concerns you have. Once the National Feedback opens up, you’ll even be able to share your constructive feedback on the National DR Discord in the coming months.

official FEEDBACK HASN’T STARTED YET

Michael and his team are planning on opening up official feedback channels in the near future, but for now we’d like you to really take time to absorb the new material and take notes. We’ve done a few passes of the books at the Director and Owner levels, and while we’ve caught most of the typos and layout issues, there might still be a few mistakes in the books. If you notice something you’d like to suggest changes for, take some notes and prepare for the announcement of when these feedback channels go live. I’ll have a blog post soon about some ways to craft effective feedback, so stay tuned!

Don’t try to rebuild your 3.0 character exactly, but capture the vibes instead!

The new edition has some dramatic changes to how you build your character. Because basically everything about skills has changed, every person will get to rebuild their character from scratch once the new edition arrives, using your entire pool of XP to re-imagine your character in the new world of DR Live. This means you can complete reset your character, including Infection, Resolve, and you can even take some different Professions or psionic skills!

I’d like to share probably my most important advice: Don’t try to simply recreate your character skill-for-skill in the new edition.

This was a learning lesson some folks learned the hard way during the transition from 2.0 to 3.0. Not every skill or profession made it into the new edition, so some stuff you used to be able to do will be different. Additionally, because some of the XP costs have changed, you might find it difficult to have every single skill you had in 3.0.

Instead, try to think of the core identity of your character, and what is most important to you. Are they a frontline soldier and want to invest into Impact Skills? Do you want to try your hand at crafting with the new easier to access Development Skills? Do you want to try a balance of both? There are loads of brand new skills, brand new abilities, and brand new professions. Instead of trying to recreate it exactly, try to capture the essence of what you want to do in the new edition instead.

Try something new!

A new edition is a perfect time for a BIG change for your character. Maybe it’s time to dust off that extra character you’ve been saving for a rainy day, or pick a brand new goal for your current character. Is it time for your character to have a crisis of faith and explore a different religion? Have you suddenly awake psionic potential you never knew you had? Maybe you have a new backstory update in mind for the new edition, or want to consider a new crew? Part of embracing the change of the new edition is going to be embracing that change with your characters as well. Don’t be afraid to try something new!

Five Cool Things to Look For in DR Live

As you get ready to dive into the new edition, here’s a few things I recommend looking for:

Impact Skills are awesome!

You no longer use Mind points to fuel your combat skills like Avoid or Break. Instead, you buy ‘uses’ of the skill that refresh every 20 minutes outside of combat. This means that you’ll be able to do that neat combat trick EVERY single combat. You won’t have to make the hard decision between using an Avoid to stop that big hit or saving the mind for making a crafted item later. This also really mimics the NPC experience as well, so it’ll be a great way to learn the new rules as you play the threats during your NPC shift.

Less Arbitrary Restrictions

The previous edition has some rules like limiting new Professions to one every 6 months, or requiring you to build expensive equipment before your PFA did anything at all. In 3.0, you couldn’t buy a Proficient ability until you had spent a number of XP, but now all of that has changed. The only restriction is how much XP you have - this means that even a brand new player can unlock a Master Developmental skill using only their starting points! And once you’ve purchased the right skills to unlock your chosen Profession, you’ll simply be able to learn it from an in-game teacher. No Action Request needed.

New Profession Skills

There are some crazy new abilities that you can unlock with a Profession. While you will be limited to three total choices of Professions, they now do a LOT more. Each Profession has two core skills tied with it, giving you some BIG abilities that can completely shift a combat in your favor, or unlock brand new ways to use your skills.

More Dangerous Threats

If you thought that DR was a bit too easy, you are in luck. Each of the threats, even Shamblers, have gotten a major glow up, adding brand new abilities and dangerous new attacks. There are even some brand new types of enemies to encounter, including scary Apocalyptic Threats! These new threats really bring the survival horror theme of Dystopia Rising back in style, and now you’ll need to be tactical about how you engage with monsters in the world. Make sure to bring a friend, ‘cause it’s dangerous to go alone!

Necrology!

There are a lot of new ways to interact with the Grave Mind, including brand new Necrology items. This is a whole new branch of crafting that can only be done INSIDE the Grave Mind. You’ll be able to descend into the Mortis Amaranthine to unlock this new level of crafting, as well as creating using new procedures, gizmos, and more. There are even GRAVE DIVES, that can result in encountering the most dangerous types of enemies, the WAHEL class-threats.

The future is so bright, you gotta wear shades!

Wrap Up

That’s it for today, Vados! We can’t wait to hear what you have to say about the new edition, and we are so excited to reveal more about our upcoming National event. I wrote a LOT of stuff for our new Downfall webpage, so check it out — you might even find a few surprises!

Tickets for the National event are on sale now, so don’t miss your chance to try out the new DR Live system in person, right here in Texas! See you soon, Vados!

Scope of Setting & DR:TX

Howdy Vados!

It’s Jonathan here with a special DR:TX Rules Ramble! This week, before we get started into our previews of our April event WHISPERS FROM THE DEEP, led by Noah Goodman, I’d like to discuss some changes that are ahead for our game on a broader network level and what it means for each of you.

Our photos for this post were taken from our March 2023 DR:TX event by the talented Heather Halstead.

tl;DR

In our DR:TX tradition of Radical Transparency, I’d like to cover a few big changes that are going to be implemented over the next few months, and briefly recap the past few months.

Here’s the basics, or TL;DR:

  • We have a new license contract with Michael Pucci, the original creator of DR.

  • The “national” team doesn’t really exist anymore. Everything goes through the local game now.

  • We have some changes to story planned to happen by the end of our season to bring our setting in line with our new contracts:

    • The scope of setting is going to change to focus more on Bravado and less on the San Saba Territories as a whole.

    • Some of our local mechanics need to change, notably our San Saba Sundries and the SES Buy List items.

    • Some of our DR:TX locations and factions will need to be adjusted to avoid certain Canon content from the published materials.

  • DR Live is still coming, and we are currently in the feedback process on the Player’s Guide and Guide’s Guide. There’s still a lot to do, but the progress is very cool!

This is a bit of a longer blog post, so buckle up. Let’s cover the specifics in detail:

Changes, changes, changes

In early January, a serious incident occurred on the DR: Michigan Discord with Kyle Elliot, the previous owner of the DR Network, that led to a week of anxiety that nearly ended the entire game as we know it. His behavior caused the closing of several chapters, and led to a lot of serious conversations about how to proceed in a network where the owner was not really someone we could reprimand. For a few days, there were very real talks about ending our chapter and contracts entirely, and it was a lot of stress for basically anyone involved with DR, players and staff alike. Shortly after, Michael Pucci made the hard decision to reclaim his license rights to the intellectual property from Kyle and formed a new company called Larp License LLC. The silver lining of this drama is that we can now license the game from the original creator of Dystopia Rising, but that means that the entire structure of “DR National” will need to change as part of the process.

In the weeks that followed, I took over the business of DR:TX from Shan Lindley as the full owner of the Texas chapter, though this means very few actual changes for our game. I’ve been in charge of the day-to-day affairs since January 2023, so most of the stuff that needs to be done every month like taxes and bills was already a thing I was responsible for. Most of this was simply updating contracts and paperwork, and updating various services we use as a business. We’ve completed most of this process now and in early February, we signed a new business contract with Larp License LLC for the right to continue running Dystopia Rising events. For our part, this has meant business as usual for our chapter with a few key differences.

First, “DR National” no longer exists in the form it did before the change to our licensing contract. In fact, it doesn’t really exist at all. The new contracts are designed in a way to prevent the kind of pseudo-franchise decisions that were common in Kyle’s National network previously from happening at all. The DR Network Support team run by Michael and Catie will be limited to the licensing support stuff, like collecting license fees, maintaining the databases, and updating general docs for our games to use to run their chapters. The new structure means that that the local chapter and not “national” is now the primary source for conflict resolution, rules changes, and pretty much everything needed to run the game.

You can find a great description of this new organization on the new website, Dystopia Rising Live. The other main difference with this new Network Support team is that we don’t really have any group with overarching control over our games like we did before, other than some rules set out in our contracts. The new focus of the Network Support is complete transparency, and publishing new materials for Dystopia Rising, and you can see a lot of these changes over at the new landing page of the national website.

Secondly, we’ve gained a spot and a voice on a new National Advisory Board where we meet with the other owners of DR chapters across the nation to decide how we structure big changes to our games and maintain consistency across the network. This is kind of the new “National”, and Amber and I hold the seats for our game. We’ve even recorded the first meeting that anyone can reference here on the Network Meeting Recordings page. This is a much more community-driven process and it’s enabled a lot more communication between the various owners of games. As long as we stay current on our payments for the license, we get to be a member in good standing on this board. This is a great way to contribute to the growth and development of each branch, while also make sure everyone is on the same page for our setting and our game. We have our second meeting coming up soon, so stay tuned for more updates here.

Lastly, we have some new rules and frameworks that we need to abide by as part of our new licensing contract. Our contract allows us to use the Dystopia Rising world under certain conditions. While most of this is common sense business needs like maintaining contracts, community engagement, bank accounts, insurance and such, we have a few promises we need to keep regarding the genre of the game we run, how we use the licensed canon content, and what the scope of our local game is. These obligations mean we need to make a few immediate changes to keep our game in line with the new contract and make sure we can comply with the rules going forward.

How does this impact us?

As part of our new contracts, we have pretty much total control over our own “town” narrative space, providing us a canvas for creative storytelling and the immersive experience you know and love. We get to control our own local story, and we can tell a narrative that fits into the thematic essence of the world of Dystopia Rising.

However, this creative freedom comes with some responsibilities to adhere to our scope of setting, genre guidelines and canon world details. Right now, we need to make some changes to fully uphold these responsibilities.

Our goal is to implement these changes by the LAST GAME of the season in MAY 2024, and fully shift our story and setting over the summer.

In order to meet these guidelines, I’d like to talk about the immediate changes you’ll see as we continue our season.

Scope of Setting - the big one

Currently, the scope of our game needs to change to focus away from the San Saba Territories as a whole, and instead bring the story back home to Bravado. As part of our new contract, we no longer have any actual or implied broad authority over the entire state of Texas and instead only really control our town of Bravado and the immediate surroundings. This is a pretty big change to be honest, but I’m confident that we still have plenty of stories to tell about our town.

This means that far away areas like Barogue, Widow’s Peak, the Clutch, Star City, Fort Worthless, the Dune Sea, and even Essex will need to take a step back from our story as we continue. These places won’t stop existing in our story, but they will fade in priority as we shift our focus closer to Bravado. It also means some of our player story areas like Lucky Town and Falken Castle will likely remain in the background going forward. Some areas may need to even change slightly, but I’ll cover that shortly.

However, we’ve only scratched the surface of some big mysteries of closer areas that ARE within our scope and nearby locations like the crashed airship city of Waking, the strange underground Facility below the town of Bravado, and the nearby Junkerpunk settlement of Drywater are great examples. We still have some fun ideas that can build on these locations and help draw our focus back to Bravado proper.

Luckily, Heather and I were already planning on a similar shift of focus in our stories and the new Bravado Rebellion and war against the San Saba Board will provide us an excellent story reason to support these upcoming changes. As the war continues, you can expect to see Bravado cut off from some of the other areas in the San Saba, and several of our allies and enemies moving closer to our town so they can remain relevant in the stories to come. I’m working on a new local map of our surrounding areas, and Heather and I have a lot of cool plans for updating our setting over the summer with our new and current Storyteller Senate.

Genre Guidelines

This is probably the easiest change to consider, as I believe we do a pretty good job of enforcing our genre in DR:TX. While the technology of the wastelands remains at a pre-Industrial Revolution there are a few specific exceptions of our setting that push this limit. However, there will be some impact on the complexity of our Local Rules and Mechanics. I know I love crunchy custom rules, but I honestly think this is a pretty good thing overall, especially for new players.

The general genre of DR is described as “brutal, charming, and believable enough

You can find more information about these two Guidelines here:

One big place that will be impacted is the San Saba Sundries, the items tied with the various factions of our game. Our Factions are generally tied to the larger world of the San Saba Territories, and these other locations in the setting. While these aren’t being removed right away, we want to encourage you to use these items for big and cool scenes as we finish out our season. It’s possible we will try to revamp these over the summer, and I don’t want you to miss out on getting to do the cool thing with your factions.

The second place impacted will be our SES Credits, so we want to give you time to use these points before the end of the season. While these were originally tied to the Red Ledger, a national faction created by the DR:TX team, the way these National factions work in the future will be determined by plot kits released by the licensing company and future publications. This is another big area we will need to revisit over the summer, so be prepared for changes here.

Lastly, the scope of our War Mechanics will eventually be reduced, as these are still heavily tied into the greater world of the San Saba Territories. We will likely keep some of the core mechanical framework in our other local setting stuff, but we want you tell big stories with the Rebellion as we continue towards a new and exciting future for Bravado.

Canon World Details

The last big change is that we need to be careful with the impact of our story on Canon events and canon world details of the greater world of Dystopia Rising. A big chunk of our setting is based on the 2.0 Dystopia Rising sourcebook, Embers of the Irradiated Wastes, but most of this material is canon material not specifically licensed for our game to use ‘in game’. This means that while our setting and characters can always refer to big places like Star City and New Austen, they will always need to stay just ‘off camera’ and we can’t really directly interact with them. However, some of our in-game locations and events tread a bit too closely on this canon content and will need to change.

In general, we won’t be able to really use NPCs that are mentioned in the books (like General Mustang, the Violet Princes, etc.) without written permission, impact any major city or faction in the published material (like the Rangers), or effect much outside the confines of our immediate local area of Bravado. We won’t be able to blow up whole cities, kill off major characters, or really cause any major changes to the setting outside of our town.

One of the major reasons behind this change is that Michael intends to write several new books to support the next edition of Dystopia Rising, including the first updates to settings locations since 2.0. This is a real exciting update, as it will be a great opportunity to update the canon of the world with the stories we’ve told since we started DR:TX back 12 years ago. I’m currently working on a document to send to Michael regarding major canon events of our game over the past 12 years. My goal is not to invalidate these years of story, but make sure that the big things get to be honored in any upcoming publications concerning the setting of the Lone Star and the state of Texas.

While most of our DR:TX locations are in the gray spaces of the map and won’t really impact the canon setting as a whole, our story of the San Saba Board will come to an eventual conclusion. While this was always the plan, The Board represents a major settings defining organization, so you won’t see anything similar emerge from the ashes of its fall as the rebellion continues. The fall of the Board will be designed to move our local setting back closer to the status quo described in the books with individual locations being mostly unconnected. Likewise, this means we will never really impact Star City, Fort Worthless, or General Mustang in a major way, as these are published canon locations and characters. Even as we move to end the war with the Board and the new Mustang Loyalists, you can expect our villains to be a bit more local in the future.

This also means many of the larger San Saba factions like the Grave Council, the San Saba Republic, the RRC, the Junkerpunks, and more will need to also adjust their setting focus and where they are based. We want these factions to continue to matter in our stories to come, so you’ll see these groups establish a few more local faces and nearby locations rather than focus on far away locations outside our purview of the hometown setting. But it’s not really possible to keep tying these groups tied to a bigger San Saba area as a whole, so we need to bring the focus back to Bravado proper.

Lastly, Essex, the City of Light and Sound, will need some significant changes in the near future. Originally, this location was designed as a stand-in for the canon location of “New Austen”. While we didn’t really ‘replace’ New Austen, this location was always supposed to be nearby to Essex, and we just eventually stopped referring to it as we shifted to 3.0 and even removed it from some in-game maps. It’s my hope we can still keep a lot of our local lore about this location intact or make some slight adjustments, but it’s technically outside the range of our setting and too close to the canon location of Austin. We’ll have more information on this soon.

DYSTOPIA RISING Live

As the new edition of Dystopia Rising approaches, we will need to be mindful of the various unique items, our impact on the canon story, and the scope of the story as we move forward. However, the most exciting part of all of this is that a BRAND NEW EDITION of our game is on the way. All of these upcoming changes are really just going to help us support the shift to a new edition, and I’ve never been more excited about the future of our game and our shared stories.

The next edition of our game, Dystopia Rising Live, is currently in the feedback and editing stages with the various owners of the National Advisory Board. I’ve had the privilege of reading the new Player’s Guide and Guide’s Guide and I’m very excited about the new materials. We’ve been going over the books, suggesting edits and updates, and preparing for the next round of feedback from our Admin teams and other Directors. We’ve already seen some really promising changes to the books based on feedback from the owners, so it’s definitely a community-led effort to get these books ready for our games. Once that step is done, you’ll likely see the new rule books for yourself soon enough, and a chance to provide your own feedback.

If you watched the last recorded Advisory Meeting, you likely saw a preview of the brand-new database and a teasing glance at the character builder for DR Live. However, this is only the first part of what we will need to start true play testing, so there’s still many, many, months of this process ahead. There are some possible play-test events happening next fall, but a lot of that is still very tentative and in no way set in stone.

there is no real firm timeline for all of this — DR Live is still a ways off.

While the core books are in the process of being edited, there’s still a lot of work to do on settings materials, blueprints, threats, and more. Only a portion of the books are at the editing stage, so this isn’t something you’ll need to worry about immediately. There’s a lot more to finish before we can move to larger play tests of the next edition, but it is slowly getting there. As we get more information on the next edition, we will share everything we can with you, so stay tuned to see more. I’m already chomping at the bit to write a few Rules Rambles over the new mechanics.

In the meantime, you’ll start seeing some new Local Items that start including some teases of future mechanics and ideas, and we may even schedule some play-test DR Live combats and similar mechanics soon if you’d like to be involved directly in helping get the next edition ready.

wrap up

That’s if for today Vados!

Next week, we will dive into the WHISPERS FROM THE DEEP, our next DR:TX event led by the talented Noah Goodman. Rumors have it that the recent occupation of Waking by the Mustang Loyalists has stirred up some trouble deep in the husk of the city, and new and dangerous threats are emerging from the depths.

Tickets are on sale now, and next week we will talk about the premise of the event, some of the inspirations you can consider, and some of the key mechanics for the game. See you soon Vados!

Get your tickets for April today!