The Campaign Plot: The Broken Continent The Year of Our Lord Eighteen Hundred and Fifteen was meant to be the dawn of a hard-won peace across the fractured continent of Europe. Instead, the unprecedented scale of industrialized slaughter that defined the Napoleonic Wars has unsealed an ancient, unholy curse hidden deep within the forgotten catacombs of the old world. The Blight does not differentiate between ally or foe, nor does it recognize the grand treaties signed by emperors and kings. Driven by an insatiable, supernatural hunger for the living flesh of humanity, the dead rise directly from their shallow battle-graves. The proud uniforms.of the First French Empire, the British Coalition, the Kingdom of Prussia, and the Imperial Russian Army are now caked in the exact same mud and blood as isolated survivors stand shoulder-to-shoulder against an unending nightmare. Armed with volatile flintlock muskets, heavy cavalry sabers, and absolute desperation, humanity is fighting a losing war of attrition where there are no safe havens and no hidden reinforcements. When the black powder runs out, the civilized world officially ends. This sandbox framework breaks the traditional chains of a linear historical story, offering your players absolute narrative agency to dictate their own choices, map out their own survival routes, and define the ultimate fate of the multi-national regiments they command across three brutal theaters of war. The Inciting Incident begins at the absolute collapse of the old order. As royal families flee across oceans and grand capitals turn into smoldering, zombie-choked ruins, structured militaries fracture into desperate pockets of armed refugees. Former mortal enemies are immediately forced into an uneasy alliance where they must choose between rapid mutual survival or instant mutual extinction. The rules of this unholy, curse are completely unyielding: anyone slain by the infected will inevitably rise to join the horde, 19th-century medical science offers no hope for a cure, and the Blight itself is supernaturally drawn to the sounds of human conflict. Every single paper cartridge torn, every musket shot fired, and every structural barricade hammered into place is a beacon thát will draw an overwhelming wave of the dead down upon the group. If survivors venture into The Frozen North, the story unfolds across isolated Nordic frontiers and icy naval garrisons. Players must navigate treacherous, snow-filled ramparts and frozen docks where the biting sub-zero temperature is just as lethal as the ravenous dead. Survival hinges on heavy artillery coordination, utilizing frozen cannons to blast through massive walls of ice to keep evacuation ports open before the sea completely freezes them in place, trapping the regiment forever in a white wasteland. Should the regiment choose to fight through The War-Torn Heartland, the plot shifts to the muddy trenches, ruined urban streets, and flooded canal towns of Central Europe. While this theater offers a wealth of defensible brick fortresses, stone farmhouses, and leftover military armories, it represents the absolute epicenter of the infection. Players must actively manage severe resource scarcity while executing complex tactical maneuvers-such as escorting mobile supply barges through narrow, zombie-lined river canals, locating hidden keys in collapsing cities, or holding crumbling stone bridges against infinite. hordes while engineers scramble to deploy volatile demolition charges. For those fleeing toward The Coastal Redoubts, the narrative becomes a frantic race• against time along the rocky shores of the Atlantic and Mediterranean. The ultimate goal shifts entirely to securing seafaring vessels, infiltrating ringing coastal churches to rescue high-ranking diplomats, or holding out within historic seaside citadels until rescue columns arrive. However, the coastal ports are rapidly becoming choked with fleeing populations, turning what should be a safe evacuation vector into a claustrophobic, trap-filled bottleneck where a single mistake can cause an entire regiment to be pushed directly into the sea. As the campaign progresses, the overarching plot leaves the final, unwritten conclusion. entirely in the hands of the players. There is no scripted salvation or guaranteed miracle waiting at the end of the road. The journey is defined solely by real-time decisions made under extreme pressure. Will the surviving soldiers successfully fortify a lasting sanctuary in the wilderness, manage to secure an imperial warship to escape toward a completely isolated island, or make a heroic, tragic final stand on a burning city bridge when the last ounce of black powder inevitably runs dry? The fate of the regiment remains completely unwritten, balancing on a razor's edge between hard-fought survival and total extinction.
World of Guts & Blackpowder
THE REGIMENTS
Regiments of G&B
Current Status of Nations
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Flintlock Firearms
Flintlock-type firearms and related period weapons (Information gathered from GURPS, Namuwiki, Wikipedia, etc.)
Guts and Blackpowder
G&B Worldview (Zombies and Classes)
‼️Retention & Immersion Booster‼️
Applicable to all plots for preventing OOC (Out of Character), enhancing immersion, and preventing amnesia.
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Release Date 2026.10.26 / Last Updated 2026.10.27