This is a play report for Gutterpunk Sprawl-Crawl, a play-by-post campaign using The Rad Hack. This setting entails violence, drug use, and depraved morals — consider this your NSFW warning.
When we left off last session, Leper Prawn and Absolvo had made it out alive from the radioactive sewers and have emerged about a block away from Zom Zom’s, a notorious restaurant that is a hub for all sorts of mutants, nomads, and biker gangs.
You can watch the humans try to run… Continue reading GUTTERPUNK SESSION 2: “Come to Zom Zom’s — a Place to Eat!”
This is the first play report of Gutterpunk Sprawl Crawl, a gonzo urban setting using The Rad Hack. Crude language ahead — consider this your NSFW warning. Continue reading Gutterpunk Session 1: Down In It
Warning: Harsh NSFW Language Ahead
I recently began work on an obscene sandbox that primarily uses The Rad Hack but also borrows from other titles like Cyber Hacked, Augmented Reality, Vornheim, Other Dust and any thematically appropriate stuff I find in the OSR community.
I’ve actually begun running it as a Play-by-Post via a private Facebook Group. This format actually works well because it means I can troll Google Images for inspirational artwork to every scene and character, and we also keep an “Out of Character” chat open in messenger for “table talk” moments.
This is a pretty messed up game. It takes inspiration from Judge Dredd, Borderlands, Transmetropolitan, Freejack, Repo Man, and a bunch of other trashy sci-fi titles.
Continue reading Gutterpunk Sprawl Crawl: Setting Stuff
This post is some raw ideas transcribed from some very loose notes from a one-shot adventure I put together for Swords & Wizardry. I present them here as a loose framework for anyone to use however they wish in their own games.
The immediate area surrounding the town of Silverbrooke has long been protected by the “witch” of the Citrine Tower. Though human, she’s been around as long as a lot of elves can remember. Her tower pulses with a fresh, yellowish glow that casts a serene light by nightfall (and is even noticeable by day.) She only leaves her estate two days a month to acquire goods from the local markets. It’s unknown where her wealth comes from — many speculate she’s a master alchemist, but her coins always have the imperial stamps of the time.
In the past year, however, her absence has been felt across the whole of the countryside. The fresh yellow of her Citrine tower is now a shade akin to a gingivitis grin. The crops around Silverbrooke have been suffering from a blight, and vines of thorns tendril out of the woods as if to suffocate the farmlands.
Continue reading The Witch of the Citrine Tower
Six years ago, I had my view on gaming flipped on its head. I was at the end of a two-year 4e D&D campaign; one that saw decks of power cards, miniatures, three different desktop applications, and combat encounters that lasted entire evenings. It was clear that, while we had a blast, that the days of such bloated systems were in need of ending. We needed something lighter, more elegant, and easier to run in the fewer hours we had.
That’s when Tim Kirk sent me a review copy of High Valor. And it blew my mind.
Continue reading Reflections on High Valor