Tabletop Game / Low Life
Okay, this one is just bizarre.
A campaign setting for Savage Worlds
, Low Life is technically a post-apocalyptic fantasy setting, in that it takes place on Earth, after the fall of human society, and injects fantasy elements into the world rather than sci-fi. That's about where the similarities to anything else end.
In Low Life, the ancient Hoomanrace has long since died out as a result of several back-to-back cataclysms. Mutha Oith has been inherited by the descendants of cockroaches, worms, snack cakes, stranded aliens and other mutated freaks. Magic has come into the world (one of the cataclysms created a temporary portal to the world of Middle Oith through which various magical creatures immigrated) and holy rollers with fanatical enough faith can summon miracles of their own.
Players form a "heap" of characters and then basically get turned loose in the middle of all this insanity to make their own legend - and the rulebook even notes that what qualifies as "legendary" for these people isn't necessarily as epic as we might think.
Like most Savage Worlds settings, Low Life uses the plot point system, with a host of interconnected adventure seeds in the back of the book. But often players might have more fun just bumming around Mutha Oith taking in the crazy at their own pace.This is not to be confused with
notorious London drunkard Jeffrey Bernard's "Low Life" column in The Spectator
, the basis for Jeffrey Bernard Is Unwell
or the Judge Dredd
Contains examples of: