Indie TTRPG of the Week

Bloodbeam Badlands

Bloodbeam Badlands

I'm actually not super into vampires which is wht I outsourced this write-up, so shoutouts to my wonderful partner for doing it for me :)

Genre: Post apocalypse fantasy

What is this game?:

Bloodbeam Badlands is a unique rules-lite TTRPG that seeks to tell heroic stories about magical badass sharpshooting vampires and wild desperate adventures in an over the top strange and deadly post apocalyptic wasteland that shines a new light on mythical fantasy by combining magical creatures from folklore and pop culture with the tropes of post-apocalyptic survival.

How's the gameplay?:

The gameplay is loose, basic and imposed checks are rolled during times of drama and conflict to decide outcomes, which means mechanics are usually most relevant in fights. You roll a number of d6 equal to one of your 3 stats (Guts, Guile, and Guise) and compare the lowest die result to one of your 3 sources, which are similar to stats (Blood, Bullets, and Burn), if the result is lower, you succeed.

This simple conflict resolution method is made more engaging with a few inclusions: first of all, your sources are fluctuating, you can lower or “spend” a source to automatically succeed on a roll, the sources can also be lowered as a consequence of failure, and act as a gauge for your survival. If a source goes to 0, you’ll start to face death or mutation. Sources can also be restored by a variety of unique means, such as feeding on blood or bartering for bullets. Each character also has their own unique “Vampiric Bloodline” chosen at character creation that has their own way to spend and regain sources and a set of striking supernatural powers, such as being able to manipulate the demiplane of shadows or being a vessel for phantoms.

Players also further customise their vampires with a unique, personalised gun with a set of magic ammo, like a shotgun with homing shells or a sniper rifle that injects werewolf blood into your enemies. Additionally, while exploring the wasteland, you can pick up items with unique narrative and mechanical tags and usually some sort of magic, some are even strong enough to have their own stats and sources.

What's the setting (If any) like?:

I am so biased, I am going to be honest here, I ABSOLUTELY LOVE THIS SETTING and am very excited to talk about it. The Forever Dawn is a vast, twisted post-apocalyptic wasteland with no end in sight, it gets its name from the blinding, burning, behemoth red sun that hangs omnipresently. The day never leaves and the night never comes. If the sun doesn’t burn you alive, the radiation will start to mutate and consume you. The players are vampires whose blood has been diluted and irradiated enough to leave the underground and search for blood on the outside.

The radiation and consequences of supernatural forces being mutated has left everything in The Forever Dawn, from the land to the people to the monsters, bizarre and twisted. Even the most common mortals of The Forever Dawn have strange mutations and unique features. The setting isn’t bound to just a burning desert, the book encourages GMs to set your campaigns in different environments warped by the apocalypse.

The setting does not have many established locations, the wasteland is too mysterious to be catalogued as such, and the lore usually comes in the form of sparse, unexplained plot hooks to give ideas to GMs or writers to build upon. Yet despite being largely vague and interpretive, the book still oozes with style and direction for the worldbuilding and goes in depth about not only what's in the world but about how the world feels.

What's the tone?:

Like I previously stated, the way the tone is communicated in this book is extremely effective, and lots of love was clearly put in. I feel like nearly every single piece of the text helps establish the tone, mechanical things like the stats being divided into snappy metrics of Guts, Guile, and Guise make you feel like you’re creating cunning and cool heroes, the examples of mechanics describe action packed scenes against mutant dinosaurs, and on the topic of mutant dinosaurs, my favourite example of the type of over the top style this game has is "Revolverface," a mutant t. rex with a flaming revolver cannon for a face. Which is just shamelessly cool and over the top enough to perfectly describe what you’re getting into.

But enough praising the writing, to actually describe the tone in my own words, Bloodbeam Badlands is wacky and over the top, balancing the fun of flashy action with the grimness of surviving in a world designed to waste you away.

Session length:

I’d say about 2 hours give or take, unless you're running full episodes in one session, then maybe 4 or so.

Number of Players:

The book lists around 2+ players and a GM, although it's worth considering there’s only 4 bloodlines in the base book

Malleability:

The rules are extremely malleable, the looseness gives opportunity to add and change mechanics as the GM sees fit, and the idea of sources can be changed or taken in a lot of different ways. It was designed with homebrew content in mind and has spawned a lot of cool third party and bonus content. Even if you stick by the source book you’re encouraged as a GM to create unique magic items and NPCs.

Resources:

As far as I’m aware I do not believe there is a sheet made for this game yet, likely a byproduct of early access.

Bloodbeam Badlands B-Side is a collection of new and third party content curated by the developer, licensing and logo information is also included.

Bloodbeams is a game with a great setting and a good game wrapped around it, it's definitely something worth checking out even if the gameplay isn't your thing, because the setting is just that interesting. It's a fun time for all you vampire enjoyers