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Plain Brown Wrapper Games’ new adventure supplement “Bedlam in Bedlam” comes with its own campaign setting–the City of Bedlam. Of course, one section of a single 201 page book might not be enough to answer every last question a GM might have about a campaign setting, so if anyone has any questions about Bedlam, stuff we didn’t have the space to include in the book, ask here and we’ll answer it.

For those of you who don’t own a copy of the book, here are the basic elements of the setting.

Bedlam is the shabby, sordid, run-down Gotham City next door to your campaign’s shining Metropolis. We designed it specifically as the smaller, meaner town adjacent to a four-color superville like Freedom City–the place your PCs would go to have gritty, street-level adventures for a change of pace. The Jersey City to your Manhattan. The Gary Indiana to your Chicago.

It could be on the East Coast or in the Rust Belt. You can place it west of the Mississippi if you like (in fact all the TV and radio stations listed in the book have two sets of call-signs to make it easier to do that) but it would take more work. It could be as big as Pittsburgh or as small as Duluth, depending on your campaign’s needs.

Bedlam had its heyday back near the begining of the twentieth century and it was one of the first small cities in America to build skyscrapers. It still has a magnificent skyline for a town this size, but looming over it all is the jagged, incomplete stump of the Gorman Tower. Never finished, this abandoned monolith sits abandoned and derelict, home to winos and stray dogs. Sometimes little pieces fall off and land twenty blocks away.

Bedlam’s has a lot of bad neighborhoods–Stark Hill, Wolverton, Hardwick Park, the Meadows, but the worst place in town is surely the Country Club. It was once the finest address in the city, the center of Bedlam’s wealthiest neighborhood. Then the Rook Island Shipping Terminal opened up and the Bedlam Country Club was drowned under a cloud of pollution from the giant cargo ships that docked at the Terminal. Now the ships barely come to Rook Island anymore (they got shaken down for protection a little too often) but the Country Club remains a toxic ruin, it’s putting greens gray and dead, where only the lost and the desperate go.

Buy the Adventure at DriveThruRPG.com

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