December Update

Bravado’s Societies

You’ve made contracts with them, you’ve started to uncover their secrets, you’ve had just enough time to develop some seriously cool “tin foil hat” theories about the Societies that have taken root in our new Lonestar setting.

Now they are looking to recruit.

In the second half of this season, players will have the opportunity to “earn” their way into a deeper relationship with The Rail Road Commission, The Conglomerate, The Grave Council, The Tribes Disperate, The Junker Punks, The Killhouse Prison, The Hermits of Helios, The Widows, or The Lovelace Family. That invitation might come at a cost though, and members of these Societies may very well have hard choices to make as expectations are placed upon them.

As experience designers, we are opening up these stories because our players have begged us for the opportunity to double down on our setting and be rewarded for it.

What about the rewards? 

Well, Society Members will have access to special buy lists (similar to Criminal Influence, Sailing, or Trade Connections) that will give access to special goods and services based on the character’s Financial Influence or Social Influence skills.

Here are two examples of available lists: everybody’s favorite technocrats, The Conglomerate and the free-wheeling Junkerpunks.

2 of 9 buy-list options for Society Membership-holding LCs.

2 of 9 buy-list options for Society Membership-holding LCs.


In addition to things like scrap and herb, the Societies are selling Services (immediate “buff” effects received upon payment) and LPCs (local plot cards, unique items only usable in the Texas DR chapter)
Check out the rest of the factions at the posting-board outside of the General Store!

Trade Vouchers

While Society Memberships won’t be immediately available to players, items on the Society lists (as well as Sailing, Criminal Influence, and Trade Connections) are available through Vouchers.

You may be familiar with Vouchers as rewards from action request mods. Starting this month, we’ll be standardizing how these work. 

At the end of a mod-well-done, your character may be awarded a voucher which can be turned in at the post office for a reward from the selected list. Keen-eyed players might notice the “other” blank, that’s where we’ll be filling in our Societies if you make them happy enough to do business with you or give you a prize. These vouchers are non-transferable. The character they were awarded to has to go and redeem them.

Disease: Pathogen #l37175N0W aka “Season’s Greetings”

In November, Bravado’s delver’s unsealed a lost research center filled with a number of powerful and curious biological pathogens. To escape they followed the instructions of a long-dead experimental procedure, and unleashed who-knows-what.

This will be our first shot at a narrative “Episodic” disease. The first specimen, #I37175N0W, seems to only activate during the last 45 days of the calendar year, and then fall completely inert. We are looking for characters who are looking to opt-in to this experience that will warp the character’s perceptions of the Holiday from being a warm celebration of traditions, to an unhinged frenzy driving them to chase the BIGGEST presents, the LOUDEST carols, and the FIGGIEST pudding.

Those who choose to opt-in to the disease will experience greater and greater doses of holiday cheer…. Untill… well… that would be spoiling.

The full mechanics of the disease, including its cure, will be available in our new WORLD BINDER at game on!

If you’re interested in opting-in to this experience ask Shan at check-in.





The Long Night, Winter Lights and Starving Blights

Good afternoon, Bravadocians! Bravosi! Bravagrants! Whatever! Pick a new name! 

Great game this month, guys. We feel good about our progress as game-runners. We hope you feel as good about your part as players. We ironed out some logistical hoo-hah we hope made your game better. But there are many more irons in the fire and much hoo-hah to render unwrinkled yet. So let’s keep climbing the sheer cliff face of DR 3.0 together and talk some STORY. 

Level 5 

Last month our Brave heroes delved the rumbling belly of the earth where they faced horrific experiments out of time, haphazard piles of dilapidated paperwork, echoing caverns of unwoken semper morts and the occasional Killhouse penitent who thought it might be safer underground. They were wrong! 

At the final level of the Delve last month we defrosted some very old, very disenfranchised cannibals in cryostasis. The Bloodghast, as the denizens of the Lonestar have begun to refer to them in fearful whispers, are terrifying monoliths of wordless rage and hunger - and they’re stalking the night just beyond the light of your campfire. When you enter Bravado next month it will be on the heels of four weeks of fear and guerrilla warfare. The Bloodghast are poorly understood, unreasonably strong, and can smell your blood like a gorger can smell meatpie on Xmas. 

Winter Lights, Loop Trees, Cargo Net Day and Player Generated Holidays 

Merry XMas! Happy Crisis! Mas Clinty-mas!! 

That was three years ago, y’all. Let’s do something new. If you want to honor the old traditions we’re certainly not interested in stopping you. It’s all setting enforcement. But we do want to have a conversation about this cool opportunity we have to make something new. 

Winter traditions have been part of the human experience since we're clawed out of the primordial muck using thumbs and thought to ourselves "I ought to buy my child nine pairs of socks”.  First thing we did with those dexterous extra digits was to throw up a pine tree in the den and shove some well smoked meats under it to give to people on a specific day but not before. We’ve been doing that for about thirty thousand years, give or take. So let’s try something a little different? 

The setting-specific holiday we’ll be focusing on this year is Winter Lights, a Quiet-Folk holiday focused on the notion of Ritual and Tradition, honoring the beliefs of the varied many across the Lonestar. The Lovelace Community celebrates this season every year not on a specific day, but as a kind of blanket period during which they assume and honor the traditions of their neighbors. What that looks like in the playspace, in terms of decoration, is a ton of tea lights all over the camp. So if you want to buy into this tradition and thusly the attentions of the Quiet Folk who celebrate the soft and quiet light of community, you should put tea lights all over your personal areas. 

In addition, the Nomads who travel the Long 360 out of Essex have their own tradition of decorating “Loop” trees along the highways. What was once a seemingly out-of-place garish display of garland and lights that has slowly become an important cultural touchstone of the Winter season in the Lonestar. We can’t wait to see how our players bring the trees of Bravado to life with festive in-genre decorations (that of course, can be easily cleaned up after game off).

Similarly, The Junkerpunks will be celebrating Cargo-Net Day, another “new/old” tradition based on holiday themes we are exploring for the first time in Bravado. This holiday and its rituals have been completely designed by our amazing players, and we are excited to support it by honoring the related plot requests they’ve put in to our writers.We can’t wait to hear tales of Nopalito Joe and Kelpie that the community tells for years. 

We encourage you to put your brilliant minds to work to come up with amazing holiday traditions to fit within our shared story. Something from your character’s past? Something entirely new? Winter Lights is all about discovering and celebrating tradition, and we are excited to see the creativity our players bring to that.

We’re attaching a link here to a useful article that we hope will give you something to think about when designing holidays for the LARPspace that are clever and respectful. 

You Better Watch Out

Historians and Jones who have studied the ruins of the Ancient Lonestar know that some traditions associated with ‘Merican culture come from a deeper and more dangerous place. Something… jolly… has awoken and is making its way across the winter wastes and over the Ox tracks into Bravado.

In December we will also be introducing an over-arc opt-in mechanic for the Winter Lights season. But be careful about too much of a good thing. 🎅 

The Long Night 

Every year in January Camp Kachina closes its massive eyes and takes a long nap to rejuvenate itself and heal from all of our intense LARPing on its pine-studded spine. And by that we mean the Girl Scouts of America use that month to fix up the camp infrastructure and DR:TX takes a month off for holidays and our own sanity. 

The way we’re explaining that in character is The Long Night; a period of time at the end of every year during which the sun does not shine on Bravado. Massive clouds appear over the town, huge stationary mountains that block the light of the sun. It lasts about a month until the sun comes out again and life resumes itself in all its baleful splendor. So when your LCs aren’t here in January (or maybe they are you masochistic maniacs) it’s probably because it’s VERY DARK and VERY COLD. 

---

We’ll leave you with a poem because you know exactly who's writing this blog post. 

“When the haunted Hallows moan,

And the Long Night looms so near, 

Remember child, dog, and delver, 

That the dead can smell your fear. 


Remember always to carry a light, 

To ward off the fearful zed, 

To remind them that they have no business here, 

And that it is you that they must dread. 


So in these small and quiet days,

When the world beds itself down, 

Protect those who would bear your light, 

Through the tired streets of town. 


Plant a torch and be the Light, 

That leads your family home, 

In the last and frigid nights, 

Come home to Bravado.” 

  • A Lovelace Winter Carol, PHW 02’ 







Guest Piece: Hitting Too Hard

Hey y’all, Kiara here! - 

As the November hype fully sets in, I wanted to take a few minutes to highlight an important aspect of our game and how that reflects on our community. We’re approaching game three of a new rules set, a new campaign/setting with new leaders at the helm. This is a really dynamic and exciting chapter in Bravado’s history and everyone has taken this period of excitement and adjustment in stride. The support, rules clarifications, patience, and newfound teamwork I’ve seen this season have been really encouraging and inspiring. We do a really good job of checking in with each other both in and out of game - negotiating scenes, well-being check ins, making sure each other stay fed and hydrated, etc. The care and support shown to each other is just so awesome. 

In the excitement of a new storyline and deadlier zed, I’ve noticed a new challenge facing our chapter, and I really want to talk about it. Dystopia Rising is a lightest touch game, which means all you need to hit your opponent is a clean, gentle touch. I’ve seen folks throwing the kind of shots that would force a safety marshal in a harder hitting game step in, and that’s not really what we’re trying to do here. 

I want to give our community the benefit of the doubt and just chalk up the hard swings to excitement and feeling really immersed in the story-driven tension, but there are probably some other elements at play that I think are worth going over. 

One of the reasons folks tend to swing hard is they think their opponent (either another LC or a zed) isn’t taking their shots. A common thought is to swing harder so they feel it, or to “punish” them for not taking the shot. There are a dozen different reasons why your opponent didn’t take your shot, and only one of them is malicious. Perhaps your opponent caught more of a block on that shot than you realized, the weapon hit on a non-strike legal surface, got caught in costuming, your opponent is a very, very new player and unfamiliar with our shots, etc. Ultimately, your shot didn’t land as cleanly as you thought it did, and your opponent didn’t take it. The solution here is to hit cleaner, not harder. A clean shot is a shot (with a boffer or a ranged weapon/packet) that meets the criteria for being considered valid (volley of three, 90 degree swings, light touch), and lands without impediment (such as a block, piece of costuming in the way, incidental face contact, etc) in a valid shot location, like an arm or leg. It’s not necessary to hit other people harder if you’re hitting them cleaner. This usually takes some practice, but it’s part of a certain responsibility to maintain control over your weapons and how you participate in combat. 

Sometimes our fellow players have physical issues that keep them from feeling or processing certain hits as timely as we would prefer. I’ve noticed folks that have those physical issues have an extra layer of work they have to do to process and take hits, but they always do their best to take them and maintain a fair play space. This is a great scenario where we can practice empathy and patience toward our fellow player and fight at a cadence that everyone is comfortable with. Even in the midst of a horde of zed and ticking bomb, we have to remember the player in that costume and do our best to look out for each other.  

A common misunderstanding is often whether or not a shot correctly connected. If your opponent catches any part of that shot before it connects with their body, it is considered blocked and they do not have to take it. Combat in our game happens fast, and there are a lot of things to keep track of. It could very well be that your opponent caught enough of your shot to negate it completely. You may have a firmly held belief that you landed that shot, you felt it connect, but all it hit was maybe a part of their sword, or probably the outside of their shield. Hit cleaner, not harder. 

If all else fails, you’re certain you’re not being treated fairly in that combat exchange, seek out the guide nearby for help. Often talking to the other player and having a guide present will help mitigate any issues, or help clarify what was happening in that scene. Communication is one of the most important aspects of fighting, and reaching out to the other party with understanding and kindness is the best method by which we can resolve our hiccups and return to the gamespace. 

The TL;DR of it all: Remember this our community and we’re building a cool story together. Don’t hit your friends harder, hit them cleaner, and be willing to reach out to a guide for clarification. Let’s do our best to play fairly and safely, even while hyped up and fully immersed. 

P.S. If anyone wants to talk shop about fighting with me, such as going over shots and practicing blocks, or even just fighting theory and social stuff, I’m super down for that. Find me before or after game and let’s chat! 

DR:TX Appreciates Kiara and her insight here. Play nice, friends. Hit cleaner, not harder. 


October Event Announcements

Faction Tokens

To help save trees, casted characters holding faction contracts may have phys-repped faction tokens (shown below). These tokens represent contracts that can be inspected for forgeries like any other contract by using the Basic Financial Skill and checking in with the Guide on the mod. Using these phys-reps allows us to reuse the most common faction contracts without wasting a lot of paper.

Faction Tokens

Premiere Build

Premiere Build is available for purchase at the door this event. So if you want to add +5 to your character(s) build, it will cost $50 and we can add it to your sheet directly.

If you have an advanced membership, this will apply to all characters. If you have a basic membership it will apply to whichever character you choose. Attending travellers and non-attending locals can purchase this add-on as well at any point in the future.

If you pre-regged for our Premiere Event, bought the Premiere Ticket add-on, and checked-in, that build has been manually added to your pre-reg sheet. This build will show up on your digital database sheets post-event.

3.0 Back Buy

You can now back-buy 3.0 events from your home chapter:

  • Buy-back is available from the Deathcon 2019 dates on (Sept 15, 2019, the launch of 3.0). This means someone could buy-back the Sept 2019 TX event, but not the May 2019 TX event.

  • Buy-back is available only at the branch the player was housed at as “local” on the dates of the event.

  • If you had an Advanced Membership on the dates of the event being purchased, all characters will be checked in as though you attended the event in person.

  • A player may buy-back their home branch’s Premiere Event and build, but must purchase the event to also get the build. To prevent transfer abuse, a player may only purchase one local Premiere Event as non-attending per calendar year.

  • If you wish to back-buy non-attending Deathcon Build you can purchase that here.

If you wish to back-buy a Texas 3.0 event, please email us at info@dystopiarisingtx.com.

Sounds of the Lonestar

One of our goals for this season is to make the soundscape of the site more dynamic. To this end, you may see more things like wind-chimes appearing around the site. We encourage you to add to this ambiance by bringing your own and hanging them around your play spaces.

Vehicles on Site/Early Site Access

This is a reminder that driving on site for any reason needs to be cleared with Shan or Aesa directly. Likewise, if you are looking to get on site early, you must have permission from staff. Our site requirements mean we have to be very selective about traffic past the gate. Thank you.

September Event Retrospective and Clarifications

Our first event was a success by nearly every metric. Our step into the new world, inside the new ruleset, under new management was as graceful as we dared to hope in the frantic weeks leading up to the game. Your feedback (of which there is so much thank you) largely indicates the playerbase agrees. That gives us a lot of hope, is a weight off our shoulders, and puts a shine in our eyes as we look towards the future. 

Every event has stumbling blocks though. And part of the reason we press you so hard for feedback is so we know what to change to make the gamespace more a fun, compelling and consistent environment for you to tell stories in. We want to address some of the concerns outlined in the feedback here so we’re all more prepared moving forward. These are not necessarily the most frequent feedback topics, but we consider these the most immediately pressing. 

“I didn’t understand how contracts work”

Contracts are an agreement between two parties to engage in a behavior for a duration. Those two parties can be private entities (just people who need to formalize a relationship), a private entity and a crew, a crew and a crew, or any other number of entities. If that contract is broken, which is a very severe wrongdoing in our setting, the person who broke contract is called a Breacher. There are various contracts that exist in the world that compel certain people called Lawdogs to detain a Breacher until an event at noon of every trade meet called The Gauntlet. At this event the Breacher is publicly beaten until death by a member of the RRC (an NPC) unless one of the following metrics are met: 

  1. Another entity signs a contract making them responsible for the Breacher’s code of conduct for the next three (3) months or the next Indulgence, whichever is sooner. It is customary for the new contract holder to beat the Breacher in this instance. For small crimes, small injuries. For larger breachers like murder, thuggery or the like, a more severe beating is merited.

    1. The contracting entity (not the Breacher) is responsible for the Breacher’s code of conduct. They are NOT entitled to the Breacher’s time, ability or labor. The contracting entity is not getting anything positive out of this exchange, they are making a sacrifice to look after a person who has failed the most basic tenet of society. 

  2. The contract is picked up by Prudence Penitentiary for the Peregrine and Penalized for the next twelve (11) months or the next Indulgence, whichever is sooner. 

    1. The contracting entity (in this case, the Prison) is responsible for the Breacher’s code of conduct. They’re carted off to prison where they’re held, largely at the RRC’s expense though Prudence Penitentiary surely has contracts with other faction identities, for the duration of their contract. 

    2. Nonviolent Breachers such as debtors, extortionists, ett are largely allowed to maintain their autonomy under guard and on prison grounds or with supervision outside the prison. This can look like commissary crews looking to sell wares, which the prison takes a portion of the profits for in order to maintain their infrastructure. 

    3. Violent Breachers such as murderers, thugs and robbers are kept in confinement for the duration of their contract and are not allowed the kind of autonomy that nonviolent Breachers are.  

Contracts are kept in duplicate, or triplicate if there is some kind of managerial entity (like a bookie or an accountant or a secretary) in charge of keeping contract copies. This is because if there is no contract collateral, there is no contract. 

“I worry the Prison is too close to the previous setting’s theme of slavery. It’s clearly evil too quickly.” 

This is a difficult discussion. So let’s do our best to come at it from a position couched in respect, compassion and the complexity this topic warrants. Let’s also understand that mods-as-written are not necessarily mods-as-delivered. 

The root of all evil in any setting, fictional or otherwise, is the unnegotiated denial of agency; the worst thing that people can do is make it so another person doesn’t have a choice. 

An uncomfortable truth is that all prison systems, by this metric, are evil. The ones that exist in our real lives, that serve a very real purpose insomuch that they give us a relatively humane alternative to killing people who don’t adhere to societal standards are evil.Not because of how the prisoners are treated, but because they exist at all. 

So yes, the Prison in this setting is evil. And there are derivative evils implicit in it being allowed to exist. Certain populations, disaffected minorities, uneducated people who sign contracts without reading them, whose land was destroyed years ago by a bomb, who are looking to assure their next meal, desperate and disparate populations who break contract out of necessity, are disproportionately affected by a function of their circumstance. And that’s horrible. 

Additionally and adjacently, the Prison houses the Breachers who are so damaging to society that, in a less civilized time, they would have been killed outright. Murderers, thugs, thieves, all of whom who otherwise would have met justice at the barrel of a gun - are instead sequestered away and allowed a last inch of agency that wasteland justice would have denied them. 

Humans have been trying for a very very long time to invent a method that works better than this one and scales with the population. But every iteration of culture has possessed some form of penal system because, when we come right down to it, the agency of a population is deemed more important than the agency of the individual. And removing a person from society who does not adhere to its standards allows that society to continue to exist. 

So we will always have antagonists that deny agency. History tells us this is how people behave. Our best bet is to burn the institutions themselves down occasionally so they don’t become so entrenched as to change our idea of who deserves agency and who doesn’t.  

If the Prison is moral or not is a long discussion. And it’s one I have always intended to have in the gamespace. I want your characters to hate it, to grudgingly accept it’s better than the bloody alternative, to demand something better, or to support it wholesale. I want you to submit plot requests to burn the contract library where they keep the prisoner contracts, to invest in prison infrastructure that disallows people from doing that because you firmly believe that this imperfect system is better than none at all, to incite riots, to create by the sweat of your own brow (or your character’s as the case may be)  a better world where agency is provided to all. 

So burn it down, build it up. Determine if it’s a system worth saving or if you can make a better one. Nothing in our setting is sacred, it’s a sandbox. Let’s build it together. 

“I am uncomfortable deriving entertainment from a theme that runs too close to real life and greatly effects POC - namely corrupt justice systems and systemic incarceration”

Friends, we hear you. LARP settings by and large are often about power dynamics, and while we can make our game a ‘safer space’ by removing language and analogues to sexism, racism, and transphobia, there are other dynamics that will always exist in a system that tells stories of struggle and inequality, society and justice. Disenfranchisement and classism are two byproducts of stories set in a non-egalitarian society. The Bravo-to-Bravado transition involved painful growth that advanced the social contract (quite literally) and ideals of ‘civilized society’ down the line from pure violence to something striving to be a bit more sophisticated. But it isn’t there yet. Just as we in real life have not found the perfect answers to society’s ills, Bravado is on the cusp of trying to figure out what a better world looks like through trial and error. There are factions devoted to defending the community, and there are opportunists ready to exploit those endeavors. And there’s you, our players, who can and will gain agency in making those decisions as you work your way deeper into our story.

Part of the conflict of this story, this setting, is this awkward growth period. Like a gangly adolescent, Bravado is trying to decide what it looks like in the heartache and revival of a post-Hiway War world. It’s ugly, and it’s meant to make you think. In real life, there is systemic disenfranchisement and incarceration that disproportionately affects specific demographics, namely POC. This is especially true of our real-life justice system, and those demographics by-and-large are not the people who play this game. We can try and mitigate some of those parallels, and to a certain extent we have - Bravado no longer has an election system, and so issues of gerrymandering and political corruption are 2.0 themes we are choosing to bypass right now. But we also want to be wary of removing the surface-level trappings of what makes us uncomfortable without acknowledging the underlying sickness, because that is a harmful sort of privilege as well. Which is to say, that shoving these themes totally out of the playspace might assuage some feelings of immediate discomfort in interacting with them, but is in some ways more of a disservice to the real life people these systems effect.

At the end of the day, we want to tell the stories you want to play, and we are willing to adjust the playscape in response to your feedback, but we do want to make those adjustments thoughtfully and carefully. We have members of our writing staff who have years of experience as prison guards, and others with experience as the incarcerated, and it is with those useful and lived experiences that we make content and move forward. It is likely that at some point in this setting,you will encounter some theme or mod you do not personally enjoy, possibly wholly separate from this one. For some of you, that might mean you do not choose to engage with these storylines, and you find your entertainment in other areas of our setting. For others, this is an opportunity to explore what it means to build a society up from nothing, and to try and find a better way to deal with some of these tricky subjects. We remind you that you are always welcome to ‘thumbs down” a scene that makes you personally uncomfortable, and to remove yourself from it. Our game will always be one in which you can choose who and what to engage with. Our negotiation and consent mechanics are stronger than ever, and we are always open to your feedback.

“People were hitting too hard.” 

We heard this one the MOST, believe it or not. We believe this is a function of a system that does not rely on clearly enunciated damage calls and instead on the notion of “sufficient force.” 

We’ll be working this topic into our opening announcements for the next few months. But our foundational solution is to take more hits than you think you’ve been struck with. People hit harder when they think their damage is being ignored. Don’t give anyone a reason to think you’re ignoring their damage. Make liberal use of the phrase “check your swings” and avoid an inciting tone in the way you express that. 

We’re all learning together. Stop hitting your friends so hard. 

In Summary 

Contracts are a system designed to enforce agreed upon behaviors. They don’t exist if there is no record of them. They do exist so long as a single, reference-able copy does. 

Our setting is a jumping off point for telling a massive, complex, lengthy story. No part of it is sacred. We’re happy to change how mods interact with the world, to accelerate the destruction of the Prison, to have conversations both in and out-of-character about the complex issue of institutionalized penal systems - but we’re largely un-okay with producing content for you in a world in which evil does not exist. 

We think that the perception thus far has been “This is the setting, you are not empowered to buck against it during the first year of play”. Going forward the party line should be “This is a setting where these vicious inequalities exist for complex reasons. Let’s explore those reasons together and tell a compelling story about it.” 

Oh and -  hit softer, take more shots.