Monday, July 1st, 2019 - Evolved Beta Notes

Hey Everyone!

Happy Monday! Can you believe we’ve got 2.5 months left until we’re fully into the world of Dystopia Rising: Evolved? We’re pretty excited about that on our side. A few quick points before we dive into this weeks notes:

  • Please download the rulebook directly HERE, for free, to make sure you get all updates as we release them.

  • Follow along with the release notes and other updates HERE.

  • Starting next week, we’ll be releasing weekly notes on Tuesday. Despite the development team working throughout the weekend on feedback and changes, we still needed all of today to get this post out.

And now, for the notes from the development team:

Local Mechanic Areas and Starter Mechanic Zones

In Dystopia Rising: Evolved, we have two different areas of mechanics: cross game standard mechanics and local plot mechanics. While local plot mechanics were used in DR 2.x, they have a wider role in DR:E. To summarize a large subject, anything you find in the DR:E larp book is a standardized mechanic that can be found across all branches. These skills will operate as written within the reasonable interpretation of common sense. If something doesn’t work, we have almost a year of play (after the initial review period) to adjust it. The goal is to make it so that by the time the game book goes to print, we have had almost two years of the branch owners seeing all of the content, just over a year where owners and branch employees have had access for review and feedback, four months for feedback BEFORE people have actually played the game, and around six months of feedback while the game is played. 

However, eventually the rules will be locked into print; once that happens, the ability to change core mechanics goes away unless we do a whole new print release. It’s really important to us to prevent people from owning copies of the book that are outdated or ask you to buy the book twice.

This is where our local plot kits and starter mechanic zones come into play. Your home branch is the game that you are attending. This local branch should be able to adjust your local experience while staying within the standard design and genre of the world. We have created tools for your local branch to design custom threats and local mechanics. We have also given them a process where they provide this information in a transparent way on their websites BEFORE you choose to attend an event. These mechanics will be available via a database to all of the other games, so that each branch knows what local mechanics are being run and to create an ever growing database where branches can learn from one another. 

There is, however, something to keep in mind. When a branch makes local plot mechanics, or prop heavy “toyetics” that engage standardized mechanics across the board, there is the very real risk that one game’s resource and item production could negatively influence another neighboring game. If one game is giving out scrap to everyone as if it were free mints in a restaurant, then a branch that has chosen to do a “resource light” game is negatively influenced by an influx of crafted items and materials made elsewhere by non-standardized mechanics. 

To make both items work, we are providing “starter prints,” which outline how a branch can produce resources without the need of specific skills, mechanics, or mind point costs. These prints also give advantages to players who do have relevant skills. Items that are produced in these areas, via these means, are on Local Plot Mechanic cards which bind them (and anything made with them) to the specific branch that the card was produced from. This approach allows for both standardization across the network while allowing a branch to adjust to the local flavor, focus, and desires of their player base without having a mechanical impact on neighboring branches.  

Gun at a knife fight

One of the items that has been brought up a few times is how guns and swords function in relation to combat. The branches have gotten a longer post relating to this, but in the spirit of transparency we feel it is important to also give some direct answers for the public as well. 

In CvC combat or combat verses animals or (most) Raiders, guns are far better weapons than melee weapons.  Guns poke holes in people and the internal organs that they need for living. Large caliber guns poke big holes; small caliber guns poke little holes. The type of ammunition that is used changes how a bullet interacts with what it strikes, and some of the nastiest types of munitions split and spread outward inside its target like a sadistic pinball machine. There is a reason why guns are more readily used than battle axes by modern armies. 

However, there is a key point. Guns poke holes in the organs that people need for living. If you are not alive, then poking holes the size of a penny, nickel, or half dollar into a target is not as useful as the trauma that heavy metal-inspired rust axes will provide. 

Your branches have templates for a number of zombies, and have a creation system for making their own zombies that is set to DR:E standards. When creating zombies, branches can choose to have a newly created zombie take 1 point of damage from standard ranged attacks. While damage spikes will still do increased trauma (in most instances), a swinging sword and a ranged attack can do the same amount of damage to the undead. We’ve also included the ability for branches to create zombies that take no damage from ranged attacks.

Below is an example for you to get a feel of what you’ll be up against in this new format.


Zombie Type:  Swarm (high respawn and numbers) 

  • Minimum Number: Group of 10, Suggested number of respawns 3-5.

  • Suggested Number: Group of 20% of current attendance, respawns = years chapter has been open.

  • Maximum Number: No limit. Swarm Set = 75% Low Threat, 20% Medium Threat, 5% High Threat.

Rank 1 Zombie (Low Threat): Shambler 

Visual/Behavior Distinction: 
The Shambler is the staple of any Endless Horde. Visually, it differs very little from the rest of the Endless Horde. It groans as it shambles forward, arms outstretched as its legs drag across the ground. Many times it will stumble over rough terrain since it doesn’t have any fine motor function. They tear at Lineages normally, but aren’t adept at blocking any blows dealt to them (make sure to swing normally and not at “shambling” speed). The truly terrifying aspect of the Shambler is the overwhelming numbers it usually presents and the fact that shamblers will always group together. 


  • Body: 20

  • Skills:

    • Cannibalism.

    • Immune Fear.

    • Can’t speak or be reasoned with.

    • Ranged reduction.

    • Brawling.

    • Strong Arms (immune to Mangle on arms).

    • Takedown x 2.

So that’s our Monday notes. Next week, we’ll catch you on Tuesday. Keep the feedback coming in and don’t forget to have a blast (haha) this weekend.

- Dystopia Rising National Team