Damnation Decade
Developer's Journal

by Robert J. Toth

We've Only Just Begun

I see by the doomsday clock on the wall that our tour of Damnation Decade is almost over. In the past three Journals, we've looked at how the setting shifted from the decadent future to the fantastic past; mapped the tragic history of the game world; and sampled some new classes, feats and creatures. To close things out, I'd like to share some observations about launching a campaign, drawn from the sourcebook. (Don't worry, I'll also include some brand-new crunch at the end!)

Read We've Only Just Begun...

That's the Name of the Game

By this point, I know what you're thinking. OK, this is getting weird. He's given us about seventy thousand words on the back story and the mood and Steve Austin's fear of intimacy, and he hasn't said anything about the rules. Is it all d4s? Does it involve LARPing? Cosplay, maybe? What is he hiding?

Rest easy. We're about to get knee-deep in crunch. But first I'm going to ask your patience for one last blast of fluff.

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Burn, Baby, Burn

So there I was. Almost two hundred fifty pages of roleplaying game out the window. More than a year's worth of planning, drafting, and revising kaput. And only six months to build something new from the ground up.

What could I say, but: Dy-no-mite! Sure, a lot of work had to be trashed, but I knew that a much stronger game was hiding between the lines of my first draft. Coaxing it out would be a blast.

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Green Ronin's Bicentennial Minute

You're about to read the introduction to Damnation Decade, a Mythic Vistas campaign setting for the d20 Modern Roleplaying Game and True20 Adventure Roleplaying—not to mention my home away from home for the past two and a half years. The folks at Green Ronin have asked me to get you acquainted with Damnation Decade and give you a look behind the scenes: Where did the idea come from? How did it develop into a fully-fledged world? What fabulous new crunch can you expect? Read on...

Read Green Ronin's Bicentennial Minute...