Pugmire
is where it all comes together. Less Fury Road and More Gamma World,
Pugmire is a game set in a post-human future where uplifted dogs, cats, lizards
and rats live in rough equivalent of a D&D-style medieval society. The
first thing that comes to a lot of minds when they hear of this setting are
either furry jokes or jokes about dogs’ less noble behaviors like humping legs
and sniffing butts. Go ahead and have your giggle, but then get ready for some
deep role playing.
The sense of loss in Pugmire is profound. Dogs all have some
response to the Code of Man, a set of edicts meant to provide moral structure
for dog society. Some dogs respond to the call of Man with serious devotion,
even dedicating their lives to Man’s service: doing good works in Man’s name,
seeking artifacts of His reign, and generally trying to shepherd others towards
the ideal of being “Good dogs.” Others are skeptical pragmatists, wondering if Man
was ever really worth obeying or if He was in fact just another animal: nor
more or less noble than the dogs themselves. Still others revel in their freedom
and run (and run and run and run) with it. Each dog’s attitude towards Man provides
a large part of her role-playing impetus. The Pugmire book suggests that man
has perhaps evolved and shed his mortal shell to ascend to a higher plane.
Enter Other Dust. In
this setting, the Earth has been abandoned by star-faring humans because it has
become an inaccessible death trap. The setting details why, but the parties
responsible for isolating Earth so totally are a cadre of seven human super-psychics
called The Crazed. These men and women are the lich-kings of the setting: horrifically
powerful, immortal, and completely insane. If Arkham Asylum were a prison for
mad gods, the Crazed would be right at home there. Add this bit of back story
to the world of Pugmire, don’t tell your players, and suddenly you’ve got a role-playing
time bomb worthy of John
Wick. What will your devoted shepherd do when she discovers that the wasted
earth she and her puppies have inherited came to her compliments of the best
Man had to offer? Will your cynical
ratter still aspire to be a Good Dog when he has had to journey through a forest
of formerly-human cancer trees, the handiwork of one of the Crazed? If Mankind was so simultaneously fragile and
cruel, what is the use of following the code? What will the dogs do when their gods
are dead?
Pugmire bills itself as lighthearted and family friendly,
but with the backstory of Other Dust, darker themes become an option.
Beyond its potential for thematic depth and role-playing
drama (meaning stories in which characters must change in some way as they progress),
Pugmire is very versatile mechanically. Based on the D&D 5th
edition SRD, Pugmire invites monsters and locations from pretty much all
editions of D&D and other d20 material (d20 Gamma World gathering dust? How
about d20 Call of C’thulhu? Bust them out and populate some ruins). While
written for Savage Worlds, Andy Hopp’s Low
Life is a great source of weird cults, locations and misinterpretations of
the age of Man. Even The
Day after Ragnarok can provide cool adventure hooks and campaign frameworks
for a game of Pugmire. The Mutant:
Year Zero free starter booklet provides some cool ideas and locations that would
sing in a Pugmire campaign. And I would be remiss if I left out Numenera, a game
which while fun in its own right, is full of ideas applicable to Pugmire.
Of all o these options, Other Dust provides the most Pugmire
bang for your buck. OD has tools for generating gear, artifacts, locations, and
adventures that are just what the Shepherd ordered for Pugmire. While capable
of great thematic depth, Pugmire also shines as a game about exploring ruins
and fighting monster, which Other Dust robustly supports with many maps and
tables. The free material for Other Dust, including the excellent adventure Grandfather’s
Rain, is bursting with adventure hooks, creatures and gear to challenge and
entice Pugmire players. The free zine,The
Sandbox, also has a great ruin generator. Finally, Hard Light, an
adventure for Stars Without Number, has a tool set for generating tombs that
would allow a sci-fi spin on a Barrowmaze-style
campaign.
Pugmire won’t give you Mutant
Crawl Classics-style gonzo craziness (though the patron AI's could make an appearance) or grim survival rules (though you could import them) or cool car
battles (ditto), but it will provide a unique post-apocalyptic take on the terrible consequences
of getting what you want. It will also give you full use out of your 5e
books and it invites use of other material of multiple genres. I highly recommend
Pugmire, and I am looking forward to seeing what my game group does with it.
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