Wednesday, April 30, 2025

Surviving Tarkov, Session 2 - "I Love Tom Cruise"

         Session Two went swimmingly. The group have christened themselves as the "Hounds", however among others they are known as "Osuzhden". They have completed their first story-line quest for Prapor, marking a huge milestone in their entrance into the political aspect of the world. They have also slowly figured out that the little guy always gets shafted in Tarkov City. And with that? We open today's session.

Lop as Konstantin "Demo" A. Miroshnichenko, Demolitions "Expert"
Neon as Dmitri Romanoff, Teenage Soldier
Crownik as Ruslan Utzak, USSR Veteran
Ray as Joe Wolfe, The American

    
April 22st, 2027. 
14:00. It is lightly raining.
A Roadblock just outside Customs
    Joe grunts in pain, the bullet slamming into his Torso. His armor blocks most of the shot, but he is pretty heavily injured regardless. Demo, the first to react, quickly moves forward, behind cover. Dmitri also moved to cover, preparing to fire at anyone he saw. Next, Ruslan began to execute a plan based on quick witted thinking, involving a rock and subpar throwing skills. However, he failed to find a rock suitable for this plan, so instead he grabbed his canteen. Finally, Joe managed to suppress the enemy before moving away. As Dmitri finally got behind cover, he was fired at by a distant scavenger.

Monday, April 21, 2025

Surviving Tarkov, Session 1 - A New Beginning

     Today marks something monumental. My first session of Surviving Tarkov and my first time using Foundry as a GM since I bought my new license! Joined by me are my lovely players. Attending today's session are:


Lop as Konstantin "Demo" A. Miroshnichenko, Demolitions "Expert"
Neon as Dmitri Romanoff, Teenage Soldier
Crownik as Ruslan Utzak, USSR Veteran
Ray as Joe Wolfe, The American

    
April 21st, 2027. 
10:00. It is raining pretty severely.
Outside the Verkhneye urban settlement
    Rain hammers down outside of Prapor's Bunker. The four men standing before the bunker are outgunned, outmanned, outnumbered, and outplanned, but they have made it almost ten years into Tarkov, two together. Half of their original troupe has been lost to the zone, the original eight members being escapees from the Zavodskoy gang's prison camps. They are the upcoming scavengers, the underdogs of the world. They will survive, together, no matter what it takes.

Friday, April 18, 2025

Russia 2028: Odds and Ends

     As I finally wrap up this project, I have some final odds and ends that I have collected over time, some pretty cool stuff. First up is this timeline that I made, which roughly encapsulates the brief history that players would need to know. 

Friday, April 11, 2025

Russia 2028: A Setting Primer

    Alright, this is it, y'all. I have compiled everything and made it easier to read and follow. I also italicized things that are of note, especially if you choose to look further into the world. If you want to look further into what I wrote and not just summaries here, go check my other articles. Also, now that this is finished, I am going to attempt to run a R.2028 game! 

    The universe of Russia 2028 is, without question, my all-time favorite setting in any piece of speculative fiction; RimWorld comes in a close second. It’s the foundation for some of the grittiest, most immersive games I’ve ever played: Contract Wars, Hired Ops, Escape from Tarkov, and the unreleased but much-anticipated titular Russia 2028. This multimedia setting also spans a live-action film series, short films like Chronicles of Ryhzy and RAID, and three lore-rich novels. Unsurprisingly, I’ve translated this world into multiple GURPS campaigns. So, grab some Tushonka, and let me walk you through everything you need to run a Russia 2028 campaign.

    Despite its name, the Russia 2028 universe stretches back well before the titular year, going back to the late '90s. The chronological order of events begins with Contract Wars, followed by Hired Ops, Escape from Tarkov, and, theoretically, Russia 2028. That last installment sadly never materialized, although Nikita Buyanov has recently hinted at its potential revival.

    The world's first major events occurred in the early 2010s, during the construction of the Nord Stream gas pipeline. Around this time, the Russian government established the “Norvinsk Special Economic Zone”, a region designed to attract corporate investment with special tax statuses and what was vaguely described as "the attention of government." Loosely inspired by Skolkovo in real-world Russia, the zone rapidly developed into two technologically advanced cities: Norvinsk City and Tarkov City. Tarkov boasted high-speed rails, a bustling port, and vast industrial infrastructure, while Norvinsk became the zone’s financial center.

    Tarkov City’s location is near St. Petersburg, however, no geographical location makes sense in the real world, especially as it is technically supposed to be in Finnish and Russian territory. As the region grew in economic importance, it also became a magnet for corruption and private military activity. Enter TerraGroup International, a bioengineering and agriscience conglomerate that established deep roots in the zone through its local subsidiary, TerraGroup Labs. Behind a veil of scientific advancement, TerraGroup was allegedly conducting illegal biological experiments on human test subjects. Their influence extended beyond Russia, with ties to American and British government figures.

    To safeguard its operations, TerraGroup employed USEC (United Security), a Western-based private military company formed in 1999 from a merger between SafeSea and KerniSec. Staffed primarily by American and British ex-military operatives, USEC had already seen action in Iraq and elsewhere before being contracted by TerraGroup in 2004. They brought with them western arms, tan baseball caps, and a reputation for doing the dirty work.

    Opposing them was BEAR (Battle Encounter Assault Regiment), a Russian PMC in name, but widely understood to be an offshoot of the Russian military itself. Formed specifically to counteract TerraGroup’s activities and USEC’s presence, BEAR operatives were elite Russian soldiers and veterans from across Cyrillic-speaking countries. They carried high-end Russian arms, including modified AK-12s, and were allegedly active in conflicts around the globe, from Thailand to Kazakhstan.

    The clash between these two groups erupted into open conflict in the late 2010s, sparking the brutal Contract Wars. According to lore, the war had been in the works long before USEC was even hired, suggesting deeper layers of conspiracy. USEC and BEAR weren’t the only players: UN peacekeepers operating under the banner of UNTAR (United Nations Tactical and Administrative Response) also entered the fray. Their mission was to safeguard civilians, though they quickly found themselves in the crossfire.

    The Contract Wars and Hired Ops games depict this period of intense fighting: armed helicopters, mortars, armored vehicles, and high civilian casualties. While USEC focused on shielding TerraGroup’s activities, BEAR worked to uncover the company’s secrets. TerraGroup Labs, with its automated turrets and high-tech defenses, became a key objective for both sides.

    The time has come to bring the Deep Dive to its conclusion. When we last left off, the Contract Wars had reached their peak, and tensions were nearing a breaking point. By the year 202X, the situation had spiraled to a critical level, compelling the Russian Armed Forces to step in. As the conflict escalated further, the United Nations responded by deploying a peacekeeping force under a mission known as UNTAR. Among those sent to the region was a United Nations Supply Officer named Tadeusz Pilsudski, a man whose role would grow significantly in the events to follow.

    However, the situation quickly unraveled. The Russian Armed Forces, having made their presence known, began to withdraw, constructing walls around Tarkov and Norvinsk Cities in an attempt to isolate the area. Both PMC factions, once deeply entrenched, also pulled out of the region, but not before leaving behind over 80% of their forces. A handful of Russian troops remained, some choosing to stay of their own accord. UNTAR, too, was mostly pulled from the region, leaving only a few checkpoints manned by peacekeepers. The blue helmets quickly became targets, as civilians, growing desperate and distrustful, fired upon them, seeing the peacekeepers as nothing more than walking stashes of gear and barter goods.

    As time marched on, a new breed of powerful figures began to emerge from the chaos. Traders, mercenaries, and crime lords alike capitalized on the lawlessness and disarray of the region, establishing sprawling networks of contacts, trading posts, and supply routes to further their wealth and influence. Men like the Dealmaker, Jaeger, the Kaban brothers, Kollontay, Ogryzok, Prapor, Sanitar, the Mechanic, and many others solidified their places as the dominant figures of the zone. These individuals, through cunning deals, brutal force, or sheer survival, carved out empires and became filthy rich in the process.

    Inside the zone, a complex economy took shape with four major currencies in circulation: USD, Euro, Ruble, and GP. The first three are globally recognized currencies, while GP, once a token used by contractors during the Contract Wars, evolved into a currency used almost exclusively within the Tarkov Gladiator Arena. This new form of currency became central to the arena's bloodsport economy. Traders adapted to the region’s chaos, accepting a mix of payment types, some favoring hard currency, others preferring Bitcoin.

    By 2026, many of the zone’s original power players had either vanished or died. Some slipped through the cracks and made international headlines. The rest became legends, their fates whispered around campfires and in half-burnt bunkers. The large, organized bandit groups that once ruled the wasteland fractured into smaller, more agile scavenger crews, usually just a handful of desperate survivors armed with little more than civilian-grade weapons and sheer grit. To the remaining PMCs, they became known simply as Scavs.

    The region’s infrastructure deteriorated rapidly: roads cracked, walls crumbled, and vines overtook abandoned buildings. Food and water became more precious than gold, and the scavengers who remained learned to value every drop and crumb. Traders still operating inside the zone grew increasingly selective, often only accepting the three major currencies, USD, Euro, and Ruble.

    Meanwhile, the remnants of the once-powerful bandit factions fell into disarray. Infighting tore them apart, giving rise to smaller groups of 3 to 8 scavengers who banded together for survival. These groups were weaker but more nimble, forming tight-knit units that functioned almost like families, scavenging what they could and avoiding larger threats when possible.

    While 2028 itself doesn’t make for the best setting if you want to stay close to the original game lore, 2021–2024 is ideal. It's early in the zone's life, volatile, but not yet completely devastated. While playing as PMCs can be entertaining, I’ve found that campaigns starting with scavenger characters are far more compelling. Survival feels personal. Every round matters, every can of Tushonka tells a story, and every bullet hole is a poem. Welcome to Tarkov.

    If you are interested in applying to play in my Escape from Tarkov/R.2028 game, apply here. For further information about the game and or the setting, you can contact me at "basedcosmo" on Discord, or shoot me a PM on the Steve Jackson Games forums under the username "fritzbc". The game will be a live game.


Wednesday, April 9, 2025

Deep Dive: Russia 2028 - Part Five: 2028

    The time has come to bring the Deep Dive to its conclusion. When we last left off, the Contract Wars had reached their peak, and tensions were nearing a breaking point. By the year 202X, the situation had spiraled to a critical level, compelling the Russian Armed Forces to step in. As the conflict escalated further, the United Nations responded by deploying a peacekeeping force under a mission known as UNTAR. Among those sent to the region was a United Nations Supply Officer named Tadeusz Pilsudski, a man whose role would grow significantly in the events to follow.

    However, the situation quickly unraveled. The Russian Armed Forces, having made their presence known, began to withdraw, constructing walls around Tarkov and Norvinsk Cities in an attempt to isolate the area. Both PMC factions, once deeply entrenched, also pulled out of the region, but not before leaving behind over 80% of their forces. A handful of Russian troops remained, with some opting to stay behind of their own accord. UNTAR, too, was mostly pulled from the region, leaving only a few checkpoints manned by peacekeepers. The blue helmets quickly became targets, as civilians, growing desperate and distrustful, fired upon them, seeing the peacekeepers as outsiders nothing but stashes of fresh gear and barter goods.

    As time marched on a new breed of powerful figures began to emerge from the chaos. Traders, mercenaries, and crime lords alike capitalized on the lawlessness and disarray of the region, establishing sprawling networks of contacts, trading posts, and supply routes to further their wealth and influence. Men like the Dealmaker, Jaeger, the Kaban brothers, Kollontay, Ogryzok, Prapor, Sanitar, the Mechanic, and many others solidified their places as the dominant figures of the zone. These individuals, through cunning deals, brutal force, or sheer survival, carved out empires, transforming the region into the harsh world that they inherited, becoming filthy rich in the process.

    Inside the zone, a complex economy took shape, with four major currencies in circulation: the USD, Euro, Ruble, and GP. The first three are globally recognized currencies, while GP, once a token used by contractors during the Contract Wars, has evolved into a currency used almost exclusively within the Tarkov Gladiator Arena. This new form of currency has become central to the arena's bloodsport economy. Traders have adapted to the chaos of the region, accepting different forms of payment—some favoring one currency, others willing to accept Bitcoin.

    By 2026, many of the prominent figures in the zone, like traders and bandit leaders, had either perished or vanished, their fates unknown. Some went radio silent, leaving behind only rumors of their deaths, while others managed to escape the region, their stories making headlines across the world. Despite the losses, the region continued to be a magnet for those seeking fortune or power, with airdrops and black market trades continuing. The once-pristine infrastructure began to crumble, the roads cracked and walls covered in vines and moss. In this new world, food and water became more valuable than money to the scavengers who roamed the land, as the region became increasingly uninhabitable. Some traders remained in the zone, still only willing to exchange the three primary currencies.

    Meanwhile, the bandit groups that once roamed the zone in large, organized factions began to fragment. Infighting tore apart the larger groups, and in their wake, smaller bands of scavengers, usually no more than three to eight individuals, formed in an attempt to survive. These smaller groups, while weaker and more vulnerable, had the advantage of agility and stealth, allowing them to scavenge and barter with traders more easily, quickly becoming almost like family.

    While 2028 itself doesn't make for the best setting if you want to stick close to the game, 2021-2024 work good, as it is early in the zone's life. While PMCs are fun characters, personally, games starting as scavengers work a lot better. Some things to also consider while setting up your world is radiation in the TerraLabs locations as well as taking Food and Water into heavy account. When I compile and edit everything, I will post the full Deep Dive article as a setting primer for anyone interested in using this system or for potential players.

Tuesday, April 1, 2025

Dwarves, Dwarves, Dwarves!

     Now, anyone can have dwarves in their world. Small, burly, and bearded, dwarves represent the hardworking and industrious people of the world. You can find them in smithies, mine shafts, refineries, and anything else mechanical or creative. Naturally good with axes and maces, as they need to be good at demolishing elven lands, they are innate warriors. However, they have their shortcomings. Any dwarf you can think of is most likely greedy, stubborn, bad tempered, or even all of the above!

    Not all dwarves are restricted to these Tolkienist Views. Some dwarves are crucial officers on space faring battleships, gun-slinging cowdwarves, mech pilots, or industrious and expansionist city builders. In this article, we take a look at three types of dwarves: The Urist, the Spacer, and the Autark.

     Up first, is the Urist. Now, Urist needs no introduction. A naturally born alcoholic that is often possessed by unknown forces to create mythical objects, Urists are the classic fantasy dwarf's big brother. Living in castles, hillocks, and underground fortresses, Urists are wide spread and adapt easily. Now, where they excel in engineering and civil engineering, they lack in farming and social skills. Urists also are Xenophobic, disliking any races but themselves, as well as having a total intolerance for Elves. They work in most fantasy environments, although excel in those in early TL3.

     The Spacer, which is the second dwarf, is a strange one. Being the product of human asteroid miners staying on mining stations and extreme inbreeding, they are short and nimble creatures that mine faster than you can drink. They also have keen vision, especially in the dark asteroid environments that they mine in. Oddly, their genetic makeup has been diversified much since their original conception, as the companies that they work for spliced their DNA and clone them. Because of this, they are sterile. Despite the common misconception that they are hardy drinkers, Spacers are intolerant to alcohol and are known to have horrible hangovers. They are also natural pilots and are excellent with blaster pistols. These dwarves only work in Ultra-Tech Sci-Fi environments.

     Finally, the Autark. The Autark is an odd dwarf. They didn't emerge until the late 1830's, where they aided the United States to subdue the Confederate States of America before the revolt. As well as that, they bought the lands which would have been Minnesota, and the Dakotas, however they let the natives that originally lived on those lands stay as equal rights citizens of the state, which was called the Autarky of the Lakes. As time passed on, they talked less and less with their neighbors. In 1862, they declared war on Canada, winning the war, as they had weapons that no other nation could fathom. They took bits of Saskatchewan, Manitoba, and Ontario, settling both themselves and the original natives there. They also made the United Kingdom free Canada, making each state independent from each other. These independent states later formed the North American Federation. As the world progressed at a normal rate, by 1964 they had gone to Mars and back, as well as mastering cold fusion. As well as this, they payed dues to the native citizens, making them near-aristocrats, living in luxury and owning many companies. They fit best in a post 1960's world, however you can slot them in during any other period of history. They are often at odds with the North American Federation, who want their homeland back, as well as American Nationalists that wish to have their lands back.

     As usual with my creations, let me know if you end up using any of these, as I took a lot of time to write these and I think they are rather cool. This does not mark my full return, just something I was sitting on for a while. If you have any questions or want further explanation to what each dwarf's inspiration is from, contact me on Discord. Otherwise, thank you for reading and have a great day!

Depths of Dastot, Part Two: Theology, Language, and Magic

       There are twelve gods in the world, which we know as Auren. In the beginning, Auren was nothing. Watching over Auren was Aureon the G...