Overgrowth
A Terrible Dystopia Brimming with Pollution & Angry Wizards
Overgrowth is a new TTRPG game about deranged nature wizards fighting against magic-powered corporations polluting and destroying the environment. OVERGROWTH uses a modified version of the BADASS System first utilized in SPLATTER LEAGUE.
The BadAss system was designed for Splatter League initially, and was born from game design meetings between John Baltisberger, Rollin Kunz, and Gruff designer, Brent Critchfield. Brent asked for a TTRPG in which you could go from level one to god-like power in a single session.
The BadAss System is designed to launch players into play as quickly and painlessly as possible and could be seen as a crystallized version of the “Rule of Cool”. Players are rewarded for improvising actions that play to cinematic and “radical” scenes. To quote Splatter League:
A single game could see a character going from a simpering acolyte to fist-fighting God with some sort of magical crab-powered punch. You grow more powerful by making the person running the game say “Oh shit!” or “goddamn!!” Or even “That’s stupid, you insane, yet beautiful lunatic!” Power fluctuates wildly and quickly. This isn’t just a philosophy, it is the very crux of the mechanics of the game. It serves as a vehicle for telling off-the-cuff, insane, and inane stories
In Overgrowth, yo play as deranged nature wizards; druids, witches, and sorcerers, who have dedicated themselves to the acquisition of power through the natural world. These mystics and occultists have traded their humanity to twist the organic world to their whims. But they have in turn been twisted by the world. Serpentine snake cultists, terrifying arachnomancers with the bloated body of a spider, stagnant and algae-choked swamp witches. These powerful conjurers of profane and esoteric magics have become one with the world that they seek to control.
But the natural world flounders and chokes on the toxic sludge of corporate industrialists. Every day deforestation, illegal dumping, strip mining, and industrial “accidents” chip away at the world. Corporations run by mad scientists and CEOs (Chief Executive Occultists) empower their greed through the use of poisonous rituals. The earth is sacrificed upon the altar or cashflow of paradigm-shifting synergy.
This will not stand. Some wizards wish to protect the world. Some witches stand on morals and ethics. Other mages simply refuse to accept the dwindling of their power as the industrialists’ might grow in stark opposition. No matter the cause, the primordial-powered mystics go to war, bringing their magic and terrible wrath as they emerge from the Overgrowth.