S3E26 - RPG: Beam Saber
Beam Saber is a game about the pilots of powerful machines in a war that dominates every facet of life. They are trying to do their time and part and get out physically and mentally intact. The organizations that perpetuate The War through all of known space are too incomprehensibly huge to take down. There is no ‘winning’ The War, there is only surviving it. Hopefully, you can make things a bit better before you move on.
No one Faction controls Earth. While it has little strategic value, essentially a backwater planet, the symbolic value for morale is unimaginable. The actual home of humanity. Every faction wants it, but none of them are willing to cede other territory to gain control of it. The result is the current standoff. Every Faction has a space elevator, but there’s still one left unclaimed. It belongs the Independents. Lately travelers between Fort Jovanol and Journey City have been experiencing raids by an unnamed squad. Our intel points to a Jovangellian Squad called The Raccoons. The Empire denies any knowledge of their activity, but they have taken no action to secure the territory. Recon has tracked them to an old armory. The Warning Shots, a group of emissaries under the charge of an old soldier named Chip Canticle, have been given the task to convince the Raccoons to stop their raiding of caravans.
- Christine of Unexplored Places – Antiquity Hardt
- Joshua of Tabletop Comics – Sarge
- Matt of Merely Roleplayers – Parris Elt
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