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Dystopian Adventures

Megacorporations with rampant technological competing to outdo advances. Corrupt prison planets thrown into chaos. Forces attempting to mechanize all …

Megacorporations with rampant technological competing to outdo advances. Corrupt prison planets thrown into chaos. Forces attempting to mechanize all lifeforms across the galaxy. Desert planets strewn with junk heaps and outlaws. An asteroid belt that hides as many pirates as it does ancient mysteries. From corporate espionage, hypercapitalism, and cybercrimes to back alley augmentations, mercenary skirmishes, and interstellar smuggling operations, the galaxy offers a plethora of hooks and locations for dystopian adventures. These types of adventures often tell stories of heroes struggling against oppression, whether they're working within the system to dismantle it, making overt efforts to attack it from outside, or just trying to get by. Villains tend to be cruel or greedy, and the protagonists are often better described as anti- heroes who are motivated by debt, revenge, or survival. These stories frequently have dark and gritty themes, and they might take place in settlements run by corrupt authorities, planets with rigid social hierarchies, or on remote worlds that operate on uncodified rules rather than official laws. Characters in dystopian campaigns tend to be morally gray— regardless of their personal values, they might be criminals, whether bandits, hackers, pirates, thieves, or even killers for hire. Whether they're in it for the money or just doing whatever they can to make their way in an uncaring system, they're better off in places where their activities fly under the radar or don't disrupt the status quo. A dystopian adventure might start with the characters down on their luck and end with them in riches, or it might see them ride a constant cycle of highs and lows, blowing all their hard-earned credits shortly after earning them (or having them stolen). The characters might have to lie low, especially in stricter settlements, where they might create a hideout or safe house to act as their base.

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