Pyroclasm: National Event Expectations

It’s Jonathan here again with another 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.

This week, we are continuing with our countdown to our first combined virtual AND in-person NATIONAL EVENT of 3.0 - THE NECROPHAGE!

Today we will be covering some National Event Expectations! National Events have a LOT more players involved, and that means some different logistics than a normal game, for things like the Post Office, sleeping arrangements, LIT inventory, NPC shifts, and such. I’ll try to cover some realistic expectations about logistics and what to expect at a National Event, so you can be ready to hit the ground running.

Photos used in this post are from the talented Lainey Weiss and Max Pohlmeier, from our September event, VALLEY OF FEAR.

Tickets are still available for pyroclasm, and you can find out more about what you get for an advanced ticket on our FAQ page:

FAQ - Pyroclasm — Dystopia Rising Presents

We also have a wealth of information on our website, so I encourage you to explore and see what fun things you can find. I’ve updated a few things this week, so a few of you perceptive folks might see something intriguing on the site.

National Event Expectations

Let’s cover what I consider some of the big differences of attending an in-person National Event. I’ve been to several National Events over the years, and the same kinds of things tend to happen at each one. So, let’s talk about what you should expect at a National Event that may be different than a normal home game of Dystopia Rising.

Lots of Players!

This seems kind of obvious, but it’s a big thing that has an impact on every part of the game.

More players can mean longer Post Office wait times for those Econ players. More players means that usual bunk you grab may be taken by time you get to site, and you might have to find a cabin or sleeping area in a place that isn’t familiar to you. The parking lot will fill up faster, and it might take longer to wait for a cart to be free to help unload or pack up on Sunday. More players might mean more crowded restrooms, kitchens, and other out of character necessities too. Everything we do in a game can be complicated by having TOO many people, just like it can at smaller games that don’t have ENOUGH people.

My zen for National Events is to go in KNOWING that these things will be happening, so you can be prepared emotionally, mentally, and physically. Its up to you to enforce your own boundaries.

If you prepare for these kinds of events in advance, you can save yourself some heartache and misplaced expectations. For my part, I’ll be bringing a battery pack for my CPAP machine, just in case I don’t have a convenient power plug nearby, I’m going to plan on a few emergency meal items in case my plans for food get too crowded, and I’m going to make sure I add a few extra water bottles to hand out to visiting players that might not have room to pack extra hydration. I’ll have an extra boffer or two in case a visitor got their weapon lost in the airport, and I’ll double and triple check to make sure I have all my item cards and gear for the game early. I’ve also made sure to leave more time to get off the campsite on Sunday, in case things take a bit longer than usual.

However, having lots of players leads to a lot of GOOD things as well!

There are more players to participate in that cool faith ritual. More people to lead through that grave dive into the mysteries of the Mortis Amaranthine. The packs of roaming zombie hordes will be LARGER and SCARIER. We have bigger parties at the Swaying Anker bar, more access to cool blueprints and great deals to be made for scrap and herb. We have more opportunities for CvC in the Wasteland (if that’s your thing), and even more chances to meet new friends. The DR Network stretches across the nation, and you’ll have a chance to interact with more people from different games than you ever have before. You’ll get to see more cool costumes, see neat boffer weapons, hear different war stories. and have better moments of camaraderie and friendship that come from experiencing the horrors of the Necrophage alongside new allies and friends.

It’s gonna be AWESOME.

Culture Clashes

I’ll be going over a bit of the DR:TX Culture in a future post, but I want to touch on a big thing that can be a bit of a shock during a National Event — the inevitable CLASH that comes from blending different games and different cultures into one event.

We all have this unspoken social contract of what we expect from a DR game, and when we don’t experience the things we expected, it can cause a conflict. It’s easy to assume that things will work the way they always have, and when they suddenly don’t, we can be left surprised, shocked, and upset. Unmet expectations breed frustrations.

Our staff might do something different than your home game, or maybe that visiting player to Texas did something you didn’t expect. A player might be playing that Faith or Strain differently than you are used to. Maybe you just assumed that’s how that rule works everywhere. You might have a different way of playing the economy game than some of the other players you encounter. Your role-play might seem odd, or hostile, or humorous to someone or provoke an out of character question or request for steering you didn’t expect. Your opinion of how CVC should happen might be different than how they normally run CVC in your home game. You might be asked to check your swings in a tough fight.

That’s okay.

The trick to surviving this inevitable culture clash is to EXPECT this kind of thing to happen, and COMMUNICATE your expectations early, and often. And that requires transparency and trust.

For our part, the Social Contract in DR:TX involves RADICAL TRANSPARENCY and RADICAL TRUST. We will trust you to do the right thing, and we will trust you to know your own limits and when you need to enforce your own boundaries. We will provide you the tools to be successful, and we will always attempt to give you the information you need up front. We will assume the best from you, particularly when it comes to rules in the field, on zones of mechanics, or during our fights.

We have a saying in DR:TX — It’s everyone’s first game sometime

Be kind to one another.

We are going to make mistakes, and it’s the first live game for someone out there. No matter your experience, no matter who you meet in the field, assume it’s their first game and give them the benefit of the doubt, grace when someone makes a mistake, and assume positive intent always!

However, this mantra ALSO applies to your friendly local GAMERUNNERS and GUIDES too. This is the first live National Event for Texas in 3.0, and one of only a few live events of this size ran since the start of the pandemic in 2020.

Most of our staff are volunteers, and those Gamerunners don’t get paid what you think they do. We will have some visiting directors and national staff present as well. All of our staff are people too! Many games right now aren’t even running live events, as the pandemic has cost games players, staff, and even game sites. Running a live event in a post-pandemic world is a big ordeal, and it can be a little unforgiving sometimes on our end too. We are hoping to create a unique experience that you will be telling stories about for awhile, but we also need your grace and the benefit of the doubt, especially during a National Event.

We are definitely going to make some mistakes. That Guide might make a rules call you don’t agree with. That Post Office line might be longer than you expected. Your favorite bunk might already be taken. But, if we have a little faith in one another, we can weather those differences and remember we are here for the same goal — to have fun with our friends, new and old.

We also have a number of safety tools and role play guides available to assist:

  • We publish a list of things to expect at a DR:TX game in our Content List. Our story for this event involves diseases, loss of control, and there’s always the normal game content like mutated fauna, spiders, snakes, blood, nighttime attacks, simulated drug use, death, and more.

  • I wrote an article on the 10-Foot Rule & Steering that can help you understand how to change your role-play to be a better player. The 10-Foot Rule is a great place to start to have a better time in big games.

  • The OK Check-In System is there for a reason. Use it! We want to players to be ENTHUSIASTIC about their consent, and this is a great tool to leave a scene you don’t want to be part of, even unwanted CVC.

CVC Expectations

Big games mean there are going to be some in-character clashes too. CVC can be an amazing experience, but it’s not for everyone. And it’s definitely an area where unvoiced expectations lead to resentment, anger, and anxiety.

I’ve written a couple of articles on CVC in Dystopia Rising, and some Best Practices. The rules in the book can be a bit convoluted too, so I’ve tried to break them up a bit and provide some other context. I hope you’ll give this a read.

Before planning on CVC at a National Event, make sure you consider BOTH sides of the interaction.

Outside of the Wasteland, CVC in 3.0 is very limited, and even inside the Wasteland the OK Check-in System trumps all unwanted CVC. All major CVC requires Consent in 3.0, but even outside of the Wasteland there are some opportunities for things like Larceny and unattended item theft.

We use the Survival Ethos System (SES) during our games and have the first chapter of the Red Ledger in the network in our game, introduced at our last National event, Dead Man’s Hand. We even have a fancy new Red Ledger BUY LIST here in Texas. Half of our site is Wasteland, and we’ve certainly tried to provide outlets for this style of play in DR.

Before you sign up for SES this game, make sure to ask yourself: am I okay with ALL CvC that I might experience this weekend, even if it’s from a player that doesn’t normally attend my game?

We might have a “armed and polite” society in Bravado, one that embraces casual violence, and a rough and tumble culture, but just because you are okay with the CVC risks during a normal game doesn’t mean you’ll enjoy all the CVC risks at a National event.

Maybe don’t leave that folder of blueprints or Brass unattended this game. Carry that Supply Bag a little closer. Use the OK Check In System early, especially for aggressive roleplay scenes or shouting. Be careful provoking that in-character argument that could turn bloody with folks you don’t know. Make sure you are familiar with the Laws of Bravado, so you don’t end up on the wrong side of a pair of Law Dog Manacles or an Arrest Warrant. Take a buddy with you into the Wasteland. Make sure your weapon is close by at night, especially if you sleep in a Wasteland cabin. (But honestly, with crazy Lifers and Grandfather Nichols about, that’s just good advice ALL the time…)

We’ve taken a few extra steps to make sure this part of the game is enjoyable for everyone:

  • I wrote a LOT about better CVC and understanding the rules. Seriously, the best thing you can do is to actually READ THE RULES FOR CVC. Many people have a lot of misunderstanding when it comes to CVC, and it’s mainly not understanding the rules.

  • We’ve provided in-game Artisan, Culinary, and Agricultural crafting zones that are NOT in the Wasteland on our camp, and ALL of our climate-controlled cabins are outside of the Wasteland. You don’t have to enter the Wasteland if you don’t want to.

  • Our SES List will be posted at the General Store after check-in, so you know which characters have given enthusiastic consent for CVC interactions.

  • Our Guides will be available throughout the weekend of CVC interactions, so when in doubt grab a Guide before you start that scene.

Shared Spaces

We are a community that LARPs together. The responsibility to prevent the spread of any disease rests with each of us.

All players attending DR:TX events, including PYROCLASM, must show either proof of Covid-19 Vaccination or a negative Covid test result from within 72 hours prior to the event start. You can email those to info@dystopiarisingtx.com. You will also need to sign agreement to this policy and agreement to our liability waiver before entering play. You only need to do this once!

Read our full Covid-19 Policy here

However, we still have some expectations of these shared spaces at a National Event. To that end:

  • Don’t come to game if you don’t feel well, or have recently been exposed to someone who is ill. We have non-attending tickets, and can switch your attendance if you need to cancel due to illness. Don’t risk your or your fellow player’s health just to attend game.

  • To your comfort level, we encourage you to bunk with your household or regular groups. We have many open-air cabins available, though the Texas climate means we will still have indoor and weatherized cabins available as well.

  • Make sure to eat, drink, and sleep during the event. Self Care starts with good behaviors like hydration and making sure to listen to your body.

  • Take reasonable hygiene precautions including washing hands and showering. Camp Kachina has installed a very nice shower facility near the Dining Hall. And uh, keep your fluids to yourself.

  • Use and discard makeup applicators instead of touching makeup sticks directly. We will keep many extra foam wedges and plates at our makeup station in Ops. We will be using more makeup that you can dispense onto a separate palette (liquid colors etc) instead of the mehron sticks.

  • Bring your own tattered zed and dark colored NPC clothing for NPC shift if you can! We will allow the substitution of your own post-apoc clothing for our simplest NPC roles to prevent unnecessary clothing swapping. We also will be washing soiled clothing throughout the weekend.

Post Office Expectations

With more folks comes some different expectations at the Post Office. This might not be your hometown Public Works, but we think we’ve built a really efficient system for helping players with all their item card needs. We’ve pre-printed some common item cards like Rover’s Tea and Crystal Candy, we’re working on new illustrated card versions of our Faction Buy List items, and we are updating our Bulletin Board that sits outside the window at the PO. We strive to get better each game, and we definitely appreciate your feedback and patience!

Most importantly, expect longer lines than usual at the Post Office during game and at check-in. We can do a lot to help mitigate this, but it WILL HAPPEN. Please remember that our Guides are volunteers, and be kind.

Plan around it if you can. If you have a big player event coming up, it might be worth it to delay that trip to the Post Office until later. Look for moments where the line is nonexistent if you can, and make sure you have a water bottle or snack handy if the line is longer.

Let’s talk about some big things to expect:

  • The Post Office is going to be busy, especially during check-in. The biggest time saver you can do is to PRE REG! If you get your ticket early, this lets us have your character sheet pre-printed to save you time in line.

  • We have a Bulletin Board posted outside of the Post Office that lists all the Skills that you might need to use in the game. This can save you a trip through the line if all you need to do is plan out a Criminal Influence purchase, for instance, or remember what the rules for that gathering skill does.

  • We will have copies of our “DR:TX Mostly Correct Cheat Sheet” available to help with rules questions at check-in, and in the General Store.

  • Our STs will be limiting mechanics that require a trip to the Post Office for this game (like Supply Orders or Zones of Mechanics), and we will have pre-printed disease pamphlets to describe the effects of Necrophage available. Research mechanics for the event will be kept self-contained through the Library in the General Store, and we are striving to avoid any additional stress on the PO through our ST team.

  • If you have items in LIT Inventory, PLEASE EXPLICITLY ASK FOR A LIT ITEM LOG during Check-In. These LIT Inventory sheets will be printed for folks that request it with items in their online inventory during check-in, and you will be able to mark transactions off your totals on the sheet. At the end of the game, you can simply turn in this sheet to record your item uses. If you can use these sheets for your item card needs, this is the BEST way to do so.

  • We follow the One Job Crafting Policy from the book (p. 174). This prevents one player from taking up too much time at the window, as you need to limit your total crimes against the Post Office in one go.

  • Players will have some limited ability to remove items from your LIT Inventory that you will need during this event. We will have Joscelyn and Lauren in the Post Office from the hours of 10am - 2 pm on Saturday to help with LIT transactions. Please be kind and patient, as this is one of the most time-consuming tasks the Post Office has to do for a player. Rumor has it, being mean to a Postal Worker is the leading cause of Grandfather Nichols visiting your cabin in the middle of the night…

Sleeping Arrangements

This webpage explains more about the areas of our campsite and what sort of bunks are available. The Camp Kachina site easily sleeps at least 150 folks, plus tents brought by players. All bunks are first-come, first-served, with the exception of the Medical Sleep Cabin where priority should be given to folks who need electricity for CPAP and other machines, or who must be undisturbed during sleep. The medical cabin, labeled The Dogrun/Wigwam on our camp maps, is also a non-combat zone after dark due to the large amount of rocky terrain around this building.

Because we can’t guarantee medical cabin bunks will be available, players who need to sleep out-of-character can get a note on their character sheet at check-in. We recommend placing a sign above your bunk with a green or orange glowstick at night to indicate that you would prefer not to be targeted during nighttime combat and other modules. If you require additional accommodations, there are several hotels and airbnb locations nearby in Belton.

  • Some cabins have limited access to electricity. Plan to have a battery pack for your phone, or bring a surge protector for multiple devices. Have a plan if power is not available nearby your sleeping areas or crafting zones.

  • The Kachina bunks have a camp pad or mattress on them, but it’s useful to have a set of sheets or a sleeping bag to use as well. I heartily recommend additional blankets or padding past the mattress, if you can afford the space in your vehicle or packing.

  • We have limited buildings with AC available, but there is always floor space in the Depot to sleep indoors if it gets too hot or cold. Depending on the weather, Texas can be especially hot, or surprisingly cold.

  • There are no RVs allowed on the site, and the parking lot does not have a lot of room for larger vehicles. Please plan accordingly.

  • We will have an NPC shift starting at 3:00 PM on Friday to help with managing the Parking Lot as players arrive. Please follow the directions of the staff to ensure that everyone has a place to park their vehicles. Carpool if you can, or plan to share a ride with a friend!

Tenting Incentives

In order to help ensure that there are enough bunks for the people who need them, we are incentivizing bringing your own tent. Anyone who sleeps in a tent for the weekend will receive the following:

  • “You don’t know where I sleep, Dr. Nichols…” Once during the Pyroclasm event, you can declare “Never Here”, as per Master Stealth without spending a Resolve or needing the skill. Write this as “TENT ADVANTAGE” on your sheet when used.

  • 1x Mysterious Ore you can pick up at check-in.

  • 1x Basic Faction Buylist Voucher you can pick up at check-in.

  • 50 CAPs written on your sheet at check-in. That’s enough for a full Mind Refresh meal!

You can set up your tent in most areas of the camp but please do not set up in the following areas: The Maw, the Lakeshore, Widow’s Walk, or the Zipline Field. Please mark all tent lines with LED wire or glowsticks or other comparable lighting. Please do not place your tent where it will block paths through the site. If you would like to stay where the main tenting areas are, Delvedown Camp and Anyport are excellent locations.

Vehicles are only allowed on site with specific permission. If you have a particularly intensive tent setup and would like to be able to bring your vehicle on site to setup, please email use at info@dystopiarisingtx.com or talk to Aesa at check-in. All vehicles should be used for drop-off/pick-up only. Please do not drive off the asphalt road and leave room for our U-haul truck to get past.

Kitchen USE

With lots of players comes the need to FEED lots of players. However, the food culture of Bravado is unmatched in the network. We have many players that will have food offered for sale at the game, and there are a few folks organizing meal plans on Facebook already. It’s often easy to find some goodies and snacks for a few Brass, but I recommend planning on having some food just in case these kinds of plans fall through. If you are hungry, please ask someone, and don’t just steal food or drinks from fridges and cabins. We have many folks that will gladly assist, so simply ask!

The Kitchen at the Depot will be crowded, but let’s talk about some commonsense things you can do to prepare yourself for the rush.

Remember, the industrial kitchen located in the Dining Hall requires a Food Handler’s License to use the equipment.

  • You can email food handling licenses to info@dystopiarisingtx.com.

  • Storing your food in this fridges and using the microwave is fine without a license. There are limited fridges to store cold items in, so bringing your own ice chests and coolers are a good idea if you have a lot of stuff to store.

  • Currently, Bell County (where our game site is located) is under a BURN BAN. That means no open burning is allowed on our site, so you’ll need to plan for some other method of cooking than a campfire.

  • You will need to plan on bringing your own plates, silverware, etc. for meals on site. There are limited access to pots & pans for the folks with food handler’s licenses, but plan according for meal plans with paper plates, cups, and napkins.

  • Clean up your own trash and dirty dishes immediately. Don’t leave stuff in the sink hoping someone else will clean it up for you. We don’t need the wildlife investigating your leftovers. Plan to clean up after meals and don’t leave it sitting around. Our Safety Guides will be checking on our kitchen use throughout the event as well.

NPC Shifts

This is honestly one of my favorite parts of game. I always have fun playing my character, but it’s always a blast to dress up as the monsters and hunt our friends in the dark. NPC shifts will be loud, and a little chaotic, so it’s important to remember the NPC Shift rules we share at the start of every shift:

  • It’s everyone’s first game sometime - Be kind to one another. We are going to make mistakes, and it’s the first live game for someone out there. No matter your experience, no matter who you meet in the field, assume it’s their first game and give them the benefit of the doubt, grace when someone makes a mistake, and assume positive intent always!

  • Future Fun and the NPC Role - As an 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 return the favor and provide that fun in the future.  

  • Everyone Shambles - While it can be fun to be the Big Bad Monster, those bad guys are given context by the minions around them.  You’ll get your chance to be that special monster, and we’ll try our best to make sure everyone has that opportunity. So for that reason, everyone, no matter your experience, rank, or preference gets to be a Shambler at some point!  

  • VEGASIA RULES - What happens in Ops stays in Ops.  Once you leave the shift, don’t talk about what stuff happened on shift.  Save the surprises for later, after the game is over.  Make sure you also don’t take any frustrations or challenges from the shift out into the world with you when you leave, and don’t bring it with you when you come to shift.

  • Clean Up as You Go! - After every fight, clean your space. Disinfect masks, clean up the make stations, and discard any trash that has accumulated. Try to leave your area better than you found it!

That’s it for today folks!

I’ll be posting a few more blog posts this next week, so make sure you are following along on Facebook, and on our website here. We have under two weeks until our event, and we are so excited to have you visit our friendly town of Bravado!

Also, check out some of the new Blueprints we’ve teased this week:

Pyroclasm: The Anatomy of a Disease Plot Kit

It’s Jonathan here again with another 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.

This week, we are continuing with our four-week countdown to our first combined virtual AND in-person NATIONAL EVENT of 3.0 - THE NECROPHAGE! Today we will be covering some of the specific details and mechanics of the Necrophage disease itself, and what to expect if you choose to opt into the plot kit. This post will contain heavy SPOILERS, so reader beware!

Tickets are still available for both events, and you can find out more about what you get for an advanced ticket in my blog post from last week:

Welcome to Pyroclasm!

Photos used in this post are from the talented Lainey Weiss and Max Pohlmeier, from our September event, VALLEY OF FEAR.

With that out of the way, let’s first talk about WHY we are doing this post today…

Radical Transparency

Last week, we talked a bit about our Content List and included some warnings about the terrible DISEASE that will be spreading through the town of Bravado during our National Event.

So, let’s talk about the Necrophage disease.

We COULD hide the rules for Necrophage until you get to game. We could play coy about the disease and what it does to you. We could hand you a piece of paper with the mechanics when you first get infected, and let it be a big surprise.

But what if we don’t?

In our DR:TX spirit of RADICAL TRANSPARENCY, today we will be revealing the entirety of the player facing rules for the nefarious disease created by Grandfather Nichols and his allies.

This material will also be printed on disease packets that will available at Ops, the Post Office, and from enemies that infect you with the disease. In this manner, you’ll have easy access to the rules at your fingertips, similar to a Blueprint or Item Card. Since it will be in the world like this, it’ll be only a short time before these rules are spoiled in game. Pretty much as soon as we open pre-reg packets to be picked up, you’ll would have had access to this info.

So we have decided to spoil it for you first!

We believe that by giving you ALL of the tools to choose your level of engagement with this mechanic, we can help you have a better experience, show enthusiastic consent, and be able to choose the type of game you want to play.

The complete rules for Bad Brain have been in the game since the Dystopia Rising rule book was first published at the start of 3.0, all starting on page 190. Knowing what that disease can do hasn’t stopped games from telling stories about Bad Brain over the past three years, and we are confident that this reveal today won’t impact your fun either.

Now, let’s get to the juicy details!

This post will include SPOILERS for pyroclasm, so if you want to avoid learning too much about what’s going to happen to you during this next event, STOP here. i’ll have more pyroclasm content next week.

you’ve been warned!

Felicity Redfield says “Seriously, watch out for Spoilers.”

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[SPOILERS BELOW]

Disease Mechanics in Dystopia Rising

I’ve covered a LOT about disease mechanics in Dystopia Rising in previous posts. It’s an incredibly dense topic from the rule book, spread over several chapters, so I’ve included my summary below. You certainly don’t have to read these, as I’m going to talk about the mechanics of the specific disease you will be facing during the National Event. BUT — in case you are a crazy person like me I’ve already done some of the heavy lifting in my previous posts:

Let’s cover some key concepts about this new Disease.

I’ve chosen to [REDACT] a few key mechanics here and there (generally related to CURING the disease), as they are part of the ultimate resolution of this plot kit. We do have SOME surprises left for you at the game, but we definitely want you familiar with the main rules in advance.

This is information that will be the player facing Disease Packet, but there is still a LOT more information that can be uncovered via dedicated Research, from the origins of the disease, the treatment plan, pages and pages of lore about the villain’s plan, and neat kinetic props.

opting in to the danger

WARNING: The Necrophage is a VERY deadly disease.

Necrophage has a serious chance to threaten your Infection, and can progress almost as quickly as you let it. A cunning player might be able to avoid the disease triggers the entire event, but another player might advance several stages in a single fight!

Necrophage can be character deadly and your character can permanently die from this disease.

Players will be able to OPT IN to this disease and come in with Necrophage (Stage One) at the start of the game if they want. When you get your ticket for Pyroclasm, you’ll have an option to join this plot in ADVANCE with the questionnaire attached to the ticket. If you are buying a ticket at the door, you can simply choose to write Necrophage (Stage One) on your sheet at check-in and get a disease pamphlet.

Even if you don’t want to Opt In right away, you will still have multiple opportunities throughout the course of the game to be infected by the Necrophage.

We did this Opt In to a disease or negative effect successfully with our BLOOD FEAST event, and we want those folks that like to embrace the danger a chance to get an early start!

Opting Out of Necrophage

Let’s talk about HOW you can choose NOT to interact with this mechanic. I covered this last week, but I want to make sure I cover it again.

You can easily Opt Out of this plot before game starts. ANY character can simply choose to gain “Natural Immunity” and OPT OUT by simply ignoring the direct disease mechanics.

The below rules will be available for ALL players during our event. If you decide the mechanics of Necrophage aren’t for you, then that’s completely okay. If you signed up for the OPT IN mechanics during pre-reg, and change your mind, that’s okay too.

Natural Immunity (OPT OUT MECHANIC):  

If you would like to OPT-OUT of this National Disease Plotkit, you may write NATURAL IMMUNITY on your character(s) sheet before Game-on and if exposed to a situation where you would contract it at any level, you may call “No effect, Natural Immunity”. This immunity cannot be applied to any character, other than your own, through any in-game mechanic.

This Natural Immunity status will be used during Research Challenges in order to develop a Treatment Plan and permanent cure for this disease.

It’s definitely not required to participate in this specific part of the plot. You’ll have plenty of other zombies and monsters to deal with, blueprints to craft, and player events to attend during the event.

Learning more about the disease

One of the primary ways to interact with Necrophage during this event is to learn more about the deadly disease and it’s origins.

First, we will be using some various kinetic methods of interacting with the RESEARCH around the disease that is plaguing Bravado, instead of the normal disease research mechanics in the book. It’ll still use the basic framework so you can use your cool Medical gizmos and such, but we are going to streamline a bit of these mechanics for easier game play, and distribution during a busy game.

There will be multiple stages of RESEARCH, and it will need many people in order to organize an effort to stop this disease. All you Grave Heads and Research nerds will have plenty of conspiracies to sift through…

Secondly, there are still different stages of interacting and attempting to cure this dangerous disease. You will still be able to use Innoculation techniques, use your Doctor Ottoman’s Disease Control Kits, develop new Treatment Plans, and research a permanent Cure, but these will primarily occur during the game as a series of RESEARCH CHALLENGES. These are kind of like Zone of Mechanics, but targeted around learning more about a topic.

These specific disease management rules will also be posted in the Medical Zone in the Meadows, so you won’t have to memorize these rules either!

  • Inoculations - This is a temporary measure designed to offer a bit of protection to the NEXT exposure to the disease. It only works ONCE per twelve hours and it can be overwhelmed if you continue to be exposed to a source of the disease, but it can provide some temporary protection. These rules will be posted in the Medical Tent.

  • Dr. Ottoman’s Disease Kits - This is an expensive Blueprint item that enables you to protect a person from a disease until the next 12s, even protecting from multiple exposures. It also improves your ability to research the disease and can protect a doctor from contracting a contagious disease from an infectious patient. These rules will be posted in the Medical Tent.

  • The Treatment Plan - This is a trial and error attempt to cure the disease. You have to guess what exactly is involved in curing the disease and if you complete at least the minimum amount of work, you’ll be able to send the disease into REMISSION temporarily. This will be resolved as a RESEARCH CHALLENGE.

  • The Cure & Remission - Resolving a dangerous disease is part of the resolution of the plot of the weekend. Once you understand a cure, you can begin treating your patients and putting them into a state of Remission. As you understand more about the nefarious plans of Grandfather Nichols and his army of psychopaths, you’ll develop new ways to treat and ideally STOP this disease from continuing it’s spread. This will be resolved as a RESEARCH CHALLENGE.

  • Mutant Strain Advantage & Helscape Deathmasks - Mutants can still RESIST the Necrophage by spending a Resolve, but once you catch it it will progress like normal. One of the ways to be exposed to Necrophage is through an aerosol agent, so some equipment can protect you as well. Make sure you save that Resolve to avoid contracting the disease in the first place! These rules will be posted in the Medical Tent.

Next, let’s cover how the disease spreads.

How Do I get Necrophage in game?

The primary way that Necrophage is spread is via the INFLICT DISEASE threat ability. This call can also be spread by environmental causes as well, but that will generally be communicated by an NPC or Zone of Mechanics. This is the information on the ability directly from the National DR webpage.

INFLICT (DISEASE, STAGE)

Countered by Avoid. The undead, raiders, and critters of the wasteland rarely wash their hands. Some of them also have other ways of spreading their diseases to others. Unless otherwise noted for a threat, this ability is delivered by a Strike and the call of “Inflict Disease Stage X”, and causes the target to develop a specific disease at a specific stage. Many threats will wait until an enemy is in bleedout before targeting them with this ability.

Past the obvious Opt In from the pre-registration tickets, there will be THREE primary ways the INFLICT DISEASE call is used. The mad genius of Grandfather Nichols has developed a weaponized version of his plague that can be deployed strategically and with precision. This is no longer the outbreak disease he used previously, but something with a bit more… intent.

INFLICT DISEASE - Direct Injections

The first method (and PRIMARY method) to be infected with the Necrophage is to be PURPOSEFULLY injected with a [Necrophage Catalyst], a brew of Nichol’s devising:

Local Plot Item: Necrophage Catalyst

Single Use. Injectable-Brew. Must be given to a helpless or willing target. Inflict Disease (Necrophage: Stage 1) upon injection. Leaves an obvious scar that cannot be healed until the disease is cured.  This effect can be resisted by the Master effects of the Dr. Ottoman’s Disease Control Kit, temporary Inoculation, Natural Immunity, or the Mutant Strain advantage.

Throughout the weekend, there will be various bad guys trying to hurt you, knock you into Bleed Out, and purposefully INFECT you with the Necrophage once you are helpless. This means that most defenses won’t work while you are in Bleed Out, like Interfere, since it’s an injectable and not a Strike. This is a big part of the threats during the weekend, and we’ve provided you with many tools to protect yourself. But, the only sure way to avoid this will be to either run away from threats or to be Naturally Immune.

Once you have been infected, the disease is mostly harmless. It stays in a LATENT stage until exposed to an activating agent, the inky black clouds of Grandfather Nichols’ revenge made manifest. We’ll cover more about this below.

INFLICT DISEASE - AEROSAL DISPERSAL

The second way to be exposed to Necrophage is via a [Necrophage Delivery Canister]. These items will be accompanied with a black smoke bomb deployed nearby for an obvious effect, but an NPC will make the mechanics call directly.

Local Plot Item: Necrophage Delivery Canister

Single Use. Aerosol.  Spend 5 Mind and 10 seconds placing the smoke canister.  After this 10 second count, call “BY THE SOUND OF MY VOICE, ALL NECROPHAGE INFECTED: ADVANCE TO STAGE TWO.”  This effect can be resisted by items or abilities that protect from aerosol or gas attacks, like the Helscape Death Mask.

A couple of things to note on this item:

  • First, this is a Sound of My Voice call, so it cannot be Avoided. Remember, this range is about a 50 foot radius, so if you are close enough to see and hear the NPC, you are probably in range.

  • Secondly, this call only targets Necrophage Infected, so if you aren’t already infected, this call has no effect on you.

  • The last note here is that this doesn’t mention Inoculation or Disease Kits, as once you have been infected, these items no longer protect you once infected.

This will be the PRIMARY way the disease is advanced into Stage Two. If you avoid the black smoke of the canisters, you might be able to stay at Stage One for a while.

INFLICT DISEASE - ENVIRONMENTAL CAUSES

The last one I’ll be a bit more mysterious about, because the cause is considered an environmental effect. If you stay too long in certain areas, or too long around [REDACTED], you’ll pick up the disease. This might also appear on Zone of Mechanics, but it’ll be a little obvious about what’s about to happen. Just know that the easiest way to avoid this type of transmission is simply not be there.

Additionally, most diseases are INFECTIOUS, so if you work on a patient without suitable protection, you might risk contracting the disease yourself. It also means if you are a Gorger and decide to literally EAT an infected person, you’ll probably contract the disease as well. But really, if you aren’t being that picky about what you eat, you only really have yourself to blame.

So that covers HOW you can gain Necrophage, so let’s look at what happens once you’ve contracted this deadly disease.

Turbo Six only has the Burning Season to blame for how many item cards they lost…

NECROPHAGE DISEASE MECHANICS

Again, I’ve chosen to [REDACT] a few key mechanics here, as they are part of the ultimate resolution of this plot kit. We do have SOME surprises left for you at the game, but we definitely want you familiar with the main rules in advance.

Necrophage Summary

I’ll attempt to condense some more lengthy rules into a brief description below.

There are only three Stages to this disease.

Once infected at Stage One, you remain there until you are exposed to an activating agent of some kind.

  • At this stage, you only have one major effect. You cannot attack the architect of the disease, Grandfather Nichols, unless you spend Resolve.

Once you hit Stage Two, you gain the major abilities of the Necrophage.

  • You gain a powerful damage resistance, but completely lose the ability to spend Mind points on anything but a small selection of Skills. You also can no longer resist COMPULSION effects with Mental Endurance.

  • You can heal yourself when complete a Killing Blow on a Lineage target. That means that other survivors and Lifers can heal you when you kill them, but not raiders or zed.

  • When you hit BLEED OUT, you activate the key ability of NecrophagePersonal Morgue. This powerful ability heals you and makes you immune to ALL effects for a short time, but costs you one Resolve. When you’ve spent your last Resolve in this way, you immediately progress to Stage Three.

  • This means you effectively can hit Bleed Out a number of times equal to your Resolve. There’s only a few ways to gain Resolve in game, so this means you need to be careful in combat. You are VERY tough, but it comes with a BIG price.

Once you hit Stage Three, you keep most of the abilities of Stage Two with a few changes.

  • Your damage resistance now extends to Stun effects and Mangles. You’ve become a perfect soldier. That just so happens to be very vulnerable to psionic commands from some bad people.

  • Your Personal Morgue now spends Infection. That means once you’ve been knocked into Bleed Out, each time you’ll take a step closer to final death and lose one Infection. Once you you run out, you DIE.

  • The last and most threatening power is the Abyssal Discharge. This is a HUGE explosion that happens when you die OR when you choose to activate it. If you reach this point, your character is dead. D-E-A-D. Do not pass go, do not collect $200. This is a very damaging ability but when this happens, it means the threat is down for good.

One last important note. When you spend Infection in this way, you don’t actually pass through the Mortis Amaranthine. That means that most abilities that stop the loss of Infection don’t work at all. If you spend Infection from Personal Morgue, it’s GONE. So, this is a SERIOUS cost to the abilities of the disease. Your character is an immensely powerful, perfectly loyal soldier, but becomes a ticking timebomb.

Kinda like a PYROCLASM, if you will.

That’s it in a nutshell. It seems like a lot, but most of the actual serious effects revolve around a trigger that happens when you hit Bleed Out. If you don’t hit Bleed Out, the disease does not advance.

I don’t know why, but this photo makes me think — “Pyroclasm”. Weird.

Let’s cover the actual mechanics you’ll see on the Disease Pamphlets during this event:


Stage One (Latent):  

  • Roleplay Notes: The infected victim has no obvious signs of illness and does not feel anything wrong with them other than mild pain at the site of injection.  This disease is difficult to detect until you specifically know what you are looking for.

  • Makeup & Costuming:  The site of the injection commonly forms a wound in the shape of an “X”.  Use a mascara pen or a paint pen to replicate this effect.

Disease Mechanics (Stage One)

  • The disease is inert in this stage, and offers no advantages.

  • Investigation of the carrier will not show disease infection unless checked by someone with Lore: Mortis Amaranthine, Basic Medical, and a “Dr. Ottoman’s Disease Control Kit”.  To detect disease, they must specifically ask “Do you have Necrophage?” instead of asking for Fractures, Body, drug effects, or other diseases as per Basic Medical.  

  • May not attack Grandfather Nichols without first spending 1 Resolve. If you spend Resolve, you can overcome the effect for 5 minutes, as some strange Compulsion fights against your attempts to harm the architect of the disease.

Advancement:  If exposed to a source of “INFLICT DISEASE (NECROPHAGE)” via a deployed [Necrophage Canister], extended contact with [REDACTED], or other source, the victim progresses to Stage One.

Treatment: [REDACTED]. If the disease progresses past this stage, this potential cure is no longer effective. 

Stage Two (Active)

  • Roleplay Notes: The infected victim is feverish and experiences intense pangs of rage that cannot be satiated except by giving into the base urge to destroy and to kill. They are increasingly focused on death, seeking out ways to inflict pain on others.  The need to kill is crippling, as their body twists in on itself and begins to devour its own biomass to compensate for the incredible expenditure of energy that is required simply to keep the body alive.  

  • Makeup & Costuming:  The site of the injection commonly forms a wound in the shape of an “X”.  Use a mascara pen or a paint pen to replicate this effect. Thick, purplish veins pulse from their clavicle to their jawline, engorged with the mutagen. Makeup will be available at Ops.

Disease Mechanics (Stage Two)

  • Character gains Incurable, Personal Morgue, Primordial Siphon, Amaranthine Armor, Single Minded and Compelled traits

  • Incurable: Once infected, this disease cannot be reduced below Stage Two until a cure is discovered.

  • Personal Morgue: The Character has become their own ardent crucible, and can reknit their flesh, rekindle themselves and return from death without passing through the Gravemind. 

    • When the character enters Bleed Out for any reason they must declare “Necrophage: Personal Morgue” and then suffer an unavoidable “AGONY, 10 Seconds”.  The infected clutches their head in pain as their body transforms and rebuilds.

    • Once the Agony is completed, the character regains all Body, all Mind points, and removes all current effects. The character, for the next 5 minutes, is invulnerable to all damage and effects (positive and negative), except for abilities provided by this disease.  Call “No Effect, Personal Morgue”.   

    • At the end of this 5 minutes, the character loses 1 Resolve.   If the character would spend their last Resolve in this way, they immediately progress to Stage Three.

  • Primordial Siphon: The character can now fuel and heal themselves by absorbing the biomass of other strains. Upon inflicting a Killing Blow to a Lineage target, the character may declare “Primordial Siphon: Devour 50 Body” to heal themselves by 50 body as they absorb part of the dying’s imprint.

  • Amaranthine Armor (Melee & Ranged): Reduce all melee AND ranged damage to 1.  Non-standard damage does not break this reduction, but Bane (Necrophage) does.  Call “Reduced” upon taking normal or non-standard damage.

  • Single Minded: While infected with Necrophage, you may NOT activate or use Mind on any Skills except for Combat Skills, Awareness, Enhanced Movement, Malicious, or Mental Endurance

  • Compelled:  The disease creates a perfect, unyielding soldier.  If an NPC calls “Compulsion” you must follow the commands given to the best of your ability.  You cannot resist this effect by any means.  May not attack Grandfather Nichols for any reason.

Advancement:  If the LC uses Personal Morgue and loses their last Resolve, the disease progresses to Stage Three. 

Stage Three (Pyroclasm): 

  • NOTE: THIS STAGE IS CHARACTER DEADLY!

  • Roleplay Notes: The urge to kill is overwhelming and the need consumes your every waking thought.  It is difficult to concentrate on anything but watching the light fade from the eyes of your victims. Those infected cannot help but attempt to kill any living creature in Bleed Out, whether they are friend or foe. The disease has completely overtaken their body and they are driven by their indescribable need for biomass, death, and their Compulsions. The mutagen has altered the strain so fundamentally that it has begun to consume itself for its own biomass. They will soon die a painful, agonizing death. The afflicted cannot kill fast enough to compensate for the growing bomb in thier skull.  When they finally die, it will be in a pillar of psionic fire of their own making. 

  • Makeup & Costuming:  The site of the injection commonly forms a wound in the shape of an “X”.  Use a mascara pen or a paint pen to replicate this effect. Thick, purplish veins pulse from their clavicle to their jawline, engorged with the mutagen. The purplish veins stretch down the infected’s arms and legs, pooling in bruises near joints and major arteries.  The color of an old bruise, the purplish veins of those so changed by the Necrophage glow in the dim light of evening and, as if to reflect the white heat of their own illness outward, are alarmingly hot to the touch.  Makeup will be available at Ops.

Disease Mechanics (Stage Three)

Same Mechanics as Stage Two but add:

  • Focused: Immune to Mangle and Stun effects. Call “No Effect, Focused!”

  • Perfected Personal Morgue: THIS REPLACES THE PREVIOUS PERSONAL MORGUE ABILITY. The Character has become their own ardent crucible, and can reknit their flesh, rekindle themselves and return from death without passing through the Gravemind. 

    • When the character enters Bleed Out for any reason they must declare “Necrophage: Personal Morgue” and then suffer “AGONY, 10 Seconds”.  The infected clutches their head in pain as their body transforms and rebuilds.

    • Once the Agony is completed, the character regains all Body all Mind points, and removes all current effects. The character, for the next 5 minutes, is invulnerable to all damage and effects (positive and negative), except for abilities provided by this disease.  Call “No Effect, Personal Morgue”.   

    • At the end of this 5 minutes, the character loses 1 INFECTION. If the character would spend their last Infection in this way, they immediately use Abyssal Discharge and die a final death.

  • Abyssal Discharge: Single Use. At any time OR upon losing their last Infection with Personal Morgue, the character may call “By the Sound of my Voice, Abyssal Discharge, 500 Body.” Following this call the character has 1 minute during which their body is torn apart from the inside out, consumed by their own inner Mortis until all that remains is a desiccated corpse. After 1 minute, the character is reduced to 0 Infection and is permanently dead.  They cannot be returned to life by any means and the Mutant strain advantage to avoid death from disease does not apply.

Advancement:  Once the character dies, the character does not become a Zombie, and instead [REDACTED].

SORRY, BUT THIS LAST ONE YOU’LL NEED TO FIND OUT ABOUT IN GAME!

So that’s a LOT we’ve covered today folks. I’ll be available on Discord or Facebook as always if you have questions or see a weird loophole, or you can send emails to info@dystopiarisingtx.com, but I hope that you’ll try to experience the challenges of the Necrophage.

Next week, we will take about some unique challenges of a National Event, and what to expect as you face the PYROCLASM!

Here’s a sneak peek of what to expect:

  • Pyroclasm: National Event Expectations - National Events have a LOT more players involved, and that means some different logistics than a normal game, for things like the Post Office, sleeping arrangements, LIT inventory, NPC shifts, and such. I’ll try to cover some realistic expectations about what to expect at a National Event, so you can be ready to hit the ground running.

  • Pyroclasm: What’s Different in DR:TX? - We have a lot of travelers coming out to our first live game in a while. Let’s talk about some culture expectations of our game, some major differences between our game and what you might see at your local events, and some resources to help you understand the differences.

  • Pyroclasm: Rules You Should Know - The week before game I will release a series of specific rules that might come up during the PYROCLASM event. We will talk about some common rules that might be important, new Zones of Mechanics, new Plot Items, and new Threat Skills you should save some Mind points to Avoid!

See you next time Vados!

EDITS & FAQ:

  • Clarified the 5 minute timer for attacking Nichols at Stage One.

  • Clarified that the death from disease on Stage Three overrides the Mutant advantage.

Welcome to Pyroclasm!

It’s Jonathan here again with another 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.

This week, we are starting with our four-week countdown to our first combined virtual AND in-person NATIONAL EVENT of 3.0, covering some details on what you get for attending this event, new Blueprints that will be released, and our Content List for this event, as you get ready to experience …

THE NECROPHAGE

What is it?

THE NECROPHAGE is the First Virtual + Live Dystopia Rising Crossover Event — a joint production of DR: Texas and DR: Connecticut. We will be running TWO linked games, one online with our friends at DR:CT - STORMWALL, that starts the story of Grandfather Nichols and the creation of the Necrophage virus, and then we will finish that story in person, at Camp Kachina, for our first LIVE National Event of 3.0 - PYROCLASM. The events that occur in the virtual game will directly effect the resolution of our live event!

This is an exciting opportunity to invite folks to a game as BIG as Texas, and show our friends across the network some good old San Saba hospitality. We get to tell a BIGGER story, use BIGGER bad guys, and help you experience a BIGGER event!

Let’s talk a little about what to expect…

The Story:

Something wicked this way comes...

Grandfather Nichols and the evil forces of Killhouse Prison’s extended network of murderers, candymen, maniacs and machinators, have come home to roost in the Lonestar at last.  From the necrotic swamps of the Wailing Shores, the mad Nemesis doctor brings with him The Necrophage, a powerful mutagenic disease that turns anyone who breathes it into pliant supersoldiers and eventually, living bombs.  Nichols seeks to destroy the system that betrayed him twice, by immolating the San Saba Territories with the very brains of the people who committed each layer of badly broken faith. 

Nichols sieges Killhouse Prison; lair to the most foul and murderous personalities in the Lonestar Wastes, recruiting an army from within. The Necrophage spreads out before him like a black carpet, but in his way is the township of New Bravado, where the Oxline pulls into station. When Nichols steps off the train, with his newly Necrophage-infused soldiers in tow, it will be with the intention to complete the genocide of the San Saba people, a feat denied to him one year ago. With the successful test of his mutagen on Bravado, Nichols will be able to market The Necrophage to tyrants and warmongers across the Greater Wastes as a tool to create armies from enemies. 

As the Necrophage creeps across the Blastlands, rendering common strains into vicious and merciless killers, it must be to be the will of the Survivors that rise up to meet the ardent monsters who stride across the San Saba unshackled. Left unchecked, The Necrophage will first infect everyone in the San Saba and then beyond.  In an act of ironic Indulgence, the Survivors must team up with the new Warden of Killhouse Prison one last time to cleanse the waste of criminal filth once contained within, and thereafter choose the ultimate fate of the unlawful in the San Saba. 

A cell, or a coffin.

wHERE cAN I BUY TICKETS?

Pre-Registration: What do I get?

Once you’ve bought your ticket (or if you are still on the fence), let’s talk about what you get.

If you can, we hope you can get your tickets early and help our team with some advanced ideas of how many players to prepare for, what kinds of NPC shifts we can expect to have for big fights, and help craft our plans for cabins and tenting. Pre-registration helps us with all of these things and more, but it even offers some nice advantages for you as well..

Save time on site!

While you can still purchase a ticket for PYROCLASM on site, it’s a National Event so there could be a bit more traffic to get checked in when there are many more players on site. The BEST advantage to getting a ticket early is that we will have your Character Sheet pre-printed and ready to go so you can save time in line. Spend that time claiming a bunk, setting up your tent, plot out your item builds for the weekend, grabbing dinner with your friends from all over the country, or just use it to take your time getting into that neat upgrade to your costume.

Opt in to the story

In the pre-registration questionnaire, you will have your FIRST opportunity to OPT IN to the Necrophage plot kit in person. You can choose to try out a terrible fate for your character, and get opted in for a deadly and harrowing experience. I’ll cover a bit more about this below in our Content List. This is a guaranteed way to get a jump start into the action at the National Event, but it is still OPTIONAL — there will be other ways to OPT OUT of the disease plot at the event as well! Do you have what it takes to survive THE NECROPHAGE?

mechanics and items:

I know, I know. Let’s get to the good stuff, why you are really attending a National Event:

  • EXTRA XP — National Events allow you to purchase up to TEN (10) more Experience Points for each of your characters. This is a huge leap forward, allowing you to buy that next Skill a few months early, or even pay the points for a new Infection or a PFA Action Request.

  • SELF TEACH — You gain the ability to Self Teach ANY Skill (Non PFA) that you are able to learn, on each of your characters that are checked in. If you have an Advanced Membership, you can Self Teach a Skill for each of your three characters! This is a trick that normally costs 50-300 CAPS to get a teacher, so this is a great value. Have you been struggling to find a player that has that particular Skill you want? Look no further!

  • ONE MYSTERIOUS ORE — Your Primary Character will earn ONE (1) Mysterious Ore, a brand new DR:TX Local Plot Item printed on a neat illustrated item card. These new items will be crucial during our National Event, and are a new collectible item that will surely be a prize for folks that like to collect currency and other unique items in game. There will be other ways to earn these in game, but this is one guaranteed way to get your hands on this new item.

  • ONE FESTERING CRYSTAL — Your Primary Character will earn ONE (1) Festering Crystal, a National Event Resource available at National and Premiere Events in limited quantities. This item can be used to activate certain powerful Murder Incorporated blueprint items, as well as being used in several new injectable brews called Byproducts.

  • NARRATIVE CROSSOVER — If you have purchased a ticket to the Virtual DR:CT event the previous week, there will be a direct narrative crossover between the characters, places, and plots of these two events. While it won’t be necessary to attend both games to enjoy the plots of PYROCLASM, there will certainly be more context to certain events happening in game if you attend both events.

An example of what Mysterious Ore looks like!

Festering Crystals

New Blueprints!

Oh yeah. My favorite part.

We have at least FIVE new Blueprints coming your way, featuring some of the San Saba favorites you might have seen as Local Plot Cards in previous seasons. We’ve got a fan favorite item that was MUCH requested by folks all over, as well as some unique items with a bit of Texas flair. These will be new NATIONAL BLUEPRINTS available throughout the network after our event, but attending in person to our PYROCLASM event will be the FIRST opportunity to get one of these new items. We will be previewing these items over the coming weeks, so stay tuned!

If you are like me, you gotta catch ‘em all! Don’t miss out on a chance to keep your collection of blue paper up to date!

Content LIST

Based on feedback from our last game, we’d like to make sure we are providing some advanced notice about themes and elements in the upcoming National Event to allow you to to decide whether or not a DR:TX event will be something you enjoy. In our tradition of radical trust, we want to also trust in each player that attends our game to know their own limits and be able to choose to avoid topics and situations that make them uncomfortable.

We’ve had up a Content List on our website for a while now, but I’d like to bring your attention to some of the common elements of a DR event, while also focusing on two major things to expect in this upcoming game, PYROCLASM.

This concept is in the DR Corebook, on page 13:

A content list is Dystopia Rising’s use of a technique known as innehållsförteckning, or “ingredients list”, which was first created by Nordic game designer Karin Edman. A content list is a series of focuses that are expected to be regularly occurring at a local branch. It is not the same as a content warning in that a content list provides a wide array of information about the nature of an event’s intended design and not just items that the writers of an event may see as “warning worthy”. Since it is impossible to know what might be triggering for all potential participants, we have decided it is better to provide a listing of content (or ingredients) that participants can use to make educated decisions regarding their participation at an event.

Past the Content List, there are two major elements of the next game that need to be specifically mentioned, and I’d like to talk about them in turn.

Content List: infectious Disease & Weaponizing Diseases

The story of the zombie apocalypse is at it’s heart a story of disease. Zombie stories involve pandemics, viruses, and the deadly consequences of what that disease turns survivors into. You could argue that “fear of disease” is the key trope to any story that involves zombies and the undead. During our PYROCLASM event, we will be using a new dangerous Disease into the world of Dystopia Rising.

Given the state of the global pandemic and the impact Covid-19 has had on us all, we understand that this topic isn't for everyone. Each of our lives have been impacted by this crisis and each person is dealing with this trauma in different ways. Our goal is not to minimize the impact of this disease nor it’s effect on our community, and given that we have staff members who have lost a family member to Covid-19, we empathize with anyone that has suffered loss during this pandemic.

Last season, DR:TX explored this concept in depth during our game BLOOD FEAST. During this event, we released a terrible disease known as Gutscourge, and introduced the villainous Grandfather Nichols for the first time in a live game. I included a similar warning about this topic back then and it’s worth repeating for this event.

During our upcoming National Event, we will be using a brand new in-character disease known as NECROPHAGE. This disease has the strong potential to be character deadly, especially in it’s later stages as it can remove Infection itself from your character. I’ll be going over these specific mechanics in a later blog post in detail called The Anatomy of a Disease Plot Kit, but since it’s a possibility I’d like to make sure everyone knows how to avoid this up front.

  • Necrophage can be character deadly and your character can permanently die from this disease.

There will also be SCs and NPCs that will be actively attempting to spread and weaponize this disease in game. These villains will be trying to purposefully infect your character with this disease as part of their dastardly plan, so there will be some potential danger of your character contracting this disease during the course of the event. There will also be some chance of contracting the disease through environmental exposure like Zone of Mechanics or particular unique props.

Contracting Necrophage may NOT be for you, so this disease is unique in the fact that you can OPT OUT at any time. You may not want to risk Infection, or maybe your story of your character isn’t finished yet.

With our Natural Immunity rules, you can simply declare yourself IMMUNE to this disease at the start of the game, and you will be mechanically safe from the effects of the disease for the entire game, even if Grandfather Nichols himself tries to infect you. This won’t necessarily protect you from a Killing Blow from a bad guy or raider, or a being devoured and Cannibalized by a pack of zombies, but I can promise that you contracting a disease won’t be the reason your character dies.

It IS still a survival horror game, after all.

Natural Immunity (OPT OUT MECHANIC):  

If you would like to OPT-OUT of this National Disease Plotkit, you may write NATURAL IMMUNITY on your character(s) sheet before Game-on and if exposed to a situation where you would contract it at any level, you may call “No effect, Natural Immunity”. This immunity cannot be applied to any character, other than your own, through any in-game mechanic.

This Natural Immunity status will be used during Research Challenges in order to develop a Treatment Plan and permanent cure for this disease.

I’ve wrote a lot of information about this disease and some of our philosophies on approaching this topic on our National Event Website several weeks ago, and you can find a link to explore more here:

Content List: Loss of Control & Compulsion

One of the curious side effects of the Necrophage disease is one that Grandfather Nichols has worked to weaponize with his allies in the Wailing Shores. During this event, victims of the Necrophage virus will be extremely vulnerable to a local DR:TX mechanic called COMPULSION.

This mechanic will be in play on limited NPC threats portrayed by STs and Gamerunners, but it offers a powerful way to cause a Loss of Control to your character. Many horror stories involve this concept, where you are powerless to stop a monster that is itself a metaphor for the relentless advance of time, death, or war.

Here’s the mechanics to expect:

Compulsion

Effect. When an NPC calls “Psionic: Compulsion, All <KEYWORD>, [Insert Command]”, the affected target must follow the next single command until the task is completed or nullified (such as being compelled to defend someone who then dies). The target must complete the command to the best of their ability. When the target enters Bleed Out, the effect immediately ends. Characters under the effects of Compulsion remember the actions they take, but are not in control of them. This ability is normally resisted by Mental Endurance, but some effects may prevent this resistance.

You can already do similar things to this Skill on zombies and raiders with Telepathy, but this Threat Skill allows them to use a similar ability on YOU. That last line is important, though, because one effect that prevents this resistance is being inflicted with an advanced stage of NECROPHAGE.

Characters with Stage 2 or beyond of Necrophage will NOT be able to spend Mind points to resist these Compulsions. This means that if your character is infected with this disease, it could put you into situations where your character is no longer in control of their actions. This is a unique form of mind control that might allow the bad guys to COMPEL you to help them. The bad guys might order you to defend them, hurt your friends, abandon your crew, or do other terrible things that your character might not normally do.

If you were playing in 2.0, you may remember similar abilities that monsters could use to turn you into a Body Puppet, and it can be a great challenge and intense scene when one of your friends suddenly turns on you and it’s not just the monster that’s after you in that combat.

However, you have TWO ways to avoid this mechanic in game.

First, you can decide that your character has a particular quirk that makes you completely immune to the Necrophage virus. If your character is Naturally Immune (see above) to the Necrophage, then you will be able to resist these effects as per a normal psionic attack. You might need to save some Mind points for a use of Mental Endurance, but you can avoid some of the terrible commands like “kill and eat your friends”, for instance. There will even be other items in game that can help you resist this ability if you don’t have the Mental Endurance Skill too.

Secondly, you can choose to use the OK Check-In System to opt out of a scene entirely by using the “thumbs down” gesture and exiting the area.

SIMPLY PUT: The COMPULSION mechanic DOES NOT override the OK Check-In system.

Our ultimate goal with THE NECROPHAGE is to tell a story about villains spreading a dangerous disease on purpose, recruiting others by force and compulsion to help their cause, and causing significant damage to the San Saba and your characters unless YOU can stop them from their evil machinations. We want you to consider a world where DEATH is finally the end, where you need to come to grips with not coming back when you die, and the consequences that erupt when the very cycle of Infection you’ve come to understand is under threat.

It’s a high risk, high reward type story, and we hope you are as excited as we are.

If you have already purchased a ticket for this event and would like a refund based on this information, please email info@dystopiarisingtx.com.

where can I find out more about the event?

We’ve had a lot of resources up already for the Necrophage events, and our friends at DR:CT have been hard at work with an ARG event through Discord, cool new videos, and a lot of interactive content already. Over the next few weeks, we will provide even more details about this event, but for now we have a few resources to use:

Upcoming Blogs:

Over the next few weeks, I will be focusing on topics related to our upcoming National Event. Here’s a sneak peek of what to expect:

  • Pyroclasm: National Event Expectations - National Events have a LOT more players involved, and that means some different logistics than a normal game, for things like the Post Office, sleeping arrangements, LIT inventory, NPC shifts, and such. I’ll try to cover some realistic expectations about what to expect at a National Event, so you can be ready to hit the ground running.

  • Pyroclasm: Anatomy of a Disease Plot Kit - The story of Pyroclasm involves a new and dangerous disease known as The Necrophage. I’ll discuss some expectations for this disease, how you can avoid it, how you can opt in, and some ideas of what to expect if medical research and science is your idea of a good time.

  • Pyroclasm: What’s Different in DR:TX? - We have a lot of travelers coming out to our first live game in a while. Let’s talk about some culture expectations of our game, some major differences between our game and what you might see at your local events, and some resources to help you understand the differences.

  • Pyroclasm: Rules You Should Know - The week before game I will release a series of specific rules that might come up during the PYROCLASM event. We will talk about some common rules that might be important, new Zones of Mechanics, new Plot Items, and new Threat Skills you should save some Mind points to Avoid!

It’s an exciting time for DR:TX, so make sure you get your tickets to THE NECROPHAGE: PYROCLASM today! See you soon travelers to the San Saba and Vados alike!

Meet Mayor Tinstrument!

We have one last character to introduce during our first event, VALLEY OF FEAR! See her in person Saturday morning!

Mayor Tinstrument, The Mayor of Waking Prime, Mayor Tinstrument, is an individual from an ancient dynasty and the engineer behind the Waking Power Initiative. She currently seeks a solution to the capacity engine and is willing to trade political favors with any settlements in the San Saba that can produce one. As a Digitarian and engineer she pushes for scientific advancement.

She finds the technology from the pre-fall era fascinating, inspiring and wishes to harness the elements around her to incorporate that technology in this age. Mayor Tinstrument is a charismatic and cutthroat individual. Keen on discovering new ways to advance Waking Prime regardless of the ethical costs. She has access to oldcestor technology that she is unable to use but, this does not stop her from trying to find a way to revive that technology to help progress Waking into a new era of scientific advancement. A few…hundred or thousand lives are worth the advancement of a civilization in her eyes.

As one who uses analog power, it is not uncommon for Mayor Tinstrument to be found mingling with those of similar status and discussing plans on how Waking will be the best, advanced civilization in all the waste. Looking to meet Mayor Tinstrument this upcoming trade? Word down the post is that she will be appearing on Saturday morning to help reassure Bravado and other settlements of the San Saba about the slight decrease in altitude.

Rest assured, Mayor Tinstrument will be present to help assist Waking Prime in its new area of advancement!

Variant Crystal Candy Errata

Hey everyone, it’s Jonathan with a last minute update for VALLEY OF FEAR.

I previously released some mechanics for the Variant Crystal Candies on Wednesday, and we need to release a kind of ‘Day One’ patch. I’m very sorry for the confusion, but some very clever players pointed out some unfortunate loops in the mechanics that needed to be corrected.

Here is the NEW Crystal Candy Saturation rules!

This will be posted as a ZOM at the General Store and Depot, and another copy will be in the Post Office and at Ops. We will cover these mechanics during our Opening Announcements as well.

CRYSTAL CANDY SATURATION

  • Variant Crystal Candy items carry the [ADDICTIVE] keyword and have the following effects:

    • Gain a ROLEPLAY BURDEN for the duration of the event:

      • You must consume an additional [ADDICTIVE] item each 12’s. 

      • Failing to fulfill a ROLEPLAY BURDEN inflicts a Fracture on your character.

  • Gain a benefit such as restoring Mind or Body, but ONLY if you possess no Fractures. Each variety of Variant Crystal Candy has a different effect, so read your item card carefully.

  • If this is your third [ADDICTIVE] item this 12’s you gain the [SATURATED] keyword.

  • [SATURATED] characters must then make a choice each time they take a Variant Crystal Candy.

    • Indulge: Gain a 1-hour benefit and become [SUPERSATURATED]                                            - OR -

    • Backlash: Experience a serious downside and lose [SATURATED]

  • Free skill uses granted by [SATURATED] mechanics may be activated even if the character does not usually possess the skill, and without paying that skill’s usual associated costs.

This has been updated on the website as well, on our Local Rules and Skills page.

See you soon Vados!