Let me first say that I’ve extremely grateful to the
fifty-seven of you who have contributed to the MAJUS
Kickstarter. We’re at the half-way point now and the game is more than 50%
funded. With two weeks left in the campaign drive, I thought I’d shine a hasher
light into the shadows of MAJUS and illuminate the driving goal of its inhabitants:
that strange thing called “The Skein.”
Conflict is a necessary element in drama, and therefore a
requirement for any medium seeking to engage and entertain its audience—RPGs included.
When I sat down to write MAJUS, I set out to design a central point of
contention that drove the battles in the shadows that are the lifeblood of
Maji. At the same time, my design goal was to make this axis of conflict
customizable to allow game masters to run the type of campaign they wanted within
the MAJUS universe. The end result was the Skein, an enigmatic end game that
most of the rival magical Towers seek to either control, destroy, or protect.
In short, the Skein is a thing that the Maji have been
contesting since the days of ancient Sumer, with some seeking to claim it for
themselves, while others strive to destroy it completely. It serves as the
focal point of the Old Game, otherwise known as “the Mehen” after a nearly
forgotten Egyptian game of strategy. But what that thing is, I leave wholly up
to the hands of the CM. This way, the Skein retains much of its mystery, and allows
the game master to best build a campaign of MAJUS to his/her and the players’
liking.
MAJUS doesn’t leave the CM completely in the dark regarding
the Skein, however, and I make a few suggestions as to what the Skein might be
and how it affects the type of campaign that uses those options. Here’s a quick
breakdown of the types of Skeins up for offering and what a campaign featuring
those types might entail. You can find more details in the MAJUS rulebook,
itself.
1) The Skein as a
bloodline: Although all Maji trace their heritage back to the Sumerian
priest-kings, not all are equal in blood. Among them is a sacred, powerful
bloodline destined to bring about great changes on the magical stage. Jokingly
known as the “Harry Potter option,” the Skein as a bloodline sees the campaign
revolve around gambits designed to protect, enslave, or eradicate the
descendents of this ancestral legacy. The PCs might be mystical bodyguards or,
on the flip side of the coin, magical assassins charged with slaying those of
the blood before they come to power. Another option would be a campaign where
the members of the bloodline are unknown, forcing the PCs to track down the
living descendents before deciding whether they need protection or destruction.
Game masters looking to run campaigns featuring the Knights Templar, the Priory
of Scion, or to cannibalize the plot of The
Da Vinci Code will find this option to their liking. It can also take
strange turns into Lovecraft country. After all, the Maji of ancient Sumer were
said to have come from the sea. Perhaps the members of the bloodline are those “pure”
specimens who retail the strongest hold on their aquatic ancestry or maybe they
are the inheritors of the lost arts of sunken Mu.
2) The Skein as
sacred sites: This option casts the Skein as a network of lay lines, dragon
roads, etc. which cross at potent points across the globe. These nexuses
contain immense mystical power and the Tower that controls these sites bolsters
their magical prowess a hundredfold. In their moves and counter-moves in the
Mehen, the Maji battle to discover and possess (or destroy) these sacred sites
before their enemies can, and game masters looking to indulge in world-spanning
travel to obscure locals will find this option to their liking. From dense
jungles to frozen wastes, the PCs journey to locate these nodes to tap or
negate their power. In this version, these sacred sites are known as “labyrinths,”
named after one of the first of their kind in ancient Crete. And of course,
every labyrinth needs a “minotaur” to guard it. In a campaign with this type of
Skein, these minotaurs run the gamut from strong and obviously supernatural
defenders to inbred hillbillies with shotguns and a strong family legacy to
patrician New England families with a sense of honor and millions of dollars in
their trust funds. The PCs might even be minotaurs themselves, seeking to
protect their labyrinth from outsiders seeking to pillage or decimate it. If
you want a campaign with gunfights and spell-slinging amongst the ruins of
Machu Picchu after the tourists have gone back to their hotels, this is the
option to choose.
3) The Skein as
antiquities: For the Indiana Jones’ fans, this version of the Skein sees
the Towers competing to possess or eradicate ancient objects of power, and like
the Skein as sacred sites’ version, is a good excuse for world-trotting Maji to
battle in exotic or unexpected places. At least one of the Towers, the Sodality
of Thoth Eternal, dedicates itself to the collecting and cataloguing of ancient
artifacts, and with this Skein option, the PCs might be members of that Tower
looking to acquire new artifacts either from forgotten locations or from the
hands of their current owners. Game masters can do a lot with this type of
Skein. One week might see the PCs battling in a dilapidated Mayan tomb in the
middle of the jungle and the next week have them plotting an “Ocean’s Eleven”
type heist to steal an artifact from a gleaming and heavily defended (both
magically and mundanely) skyscraper. If you really want to pay homage to the
noir roots of MAJUS, steal the plot of “The Maltese Falcon,” but make everyone
a rival Maji and give the Falcon some potent mojo. Game masters looking for
inspiration or artifacts to outright steal will find ten of them in the pages
of MAJUS: From Hess’ Luger to the Emerald Tablet of Hermes Trismegistus, there
are some neat oddities to choose from.
4) The Skein as the
Maji: In this version, the Skein and the Old Game is the same thing, with
the Maji fighting to dominate the magical underworld and plot the course of
humanity’s fate. Call it the “Highlander Option,” if you will. Rather than
battling to possess some external element, the Maji are fighting themselves,
with each Tower out to use or destroy the rest until only one remains alive. To
this end, there is no lack of double-crosses, multi-level conspiracies,
paranoid, and machinations, and the PCs can never trust others—even the party
itself might face betrayal from within! This version really draws inspiration
from the gray morality of film noir and players who thrive on weaving complex
schemes and manipulating others will find this option most enjoyable. In the
end, only one Tower will remain standing (or maybe just a single cabal of Maji
within that Tower): Are the players’ crafty enough to be those survivors?
If any of this is pushing your “That’s So Cool!” buttons and
you haven’t done so yet, please take the time to throw a few bucks at the MAJUS
Kickstarter. Remember, every contributor receives the draft copy of the
rules, allowing you to familiarize yourself with the world of MAJUS and get
playing long before the book arrives on your doorstep in August. Thanks for
reading and a double “thank you” for contributing!
4 comments:
I'm pretty psyched for this game, but I'm a sucker for modern supernatural games. The pre-release edition looks great. I don't know who's idea it was to add it as a backer perk, but I really appreciate it.
I'm debating upping my backing a bit to get a hardcover Time Masters with it.
Long Live Pacesetter!
It was Dan's brilliant idea to allow backers to see the almost-finished draft copy as soon as they contributed. All the props go to him in that regard. He made a wise choice.
The ability to see the draft was a huge factor in my contributing. Even if I hadn't without it I wouldn't have contributed at near the level I did.
I suspect having at least a draft to share with supporters, either during the KS or immediately after (as Kevin Crawford did with "Spears of the Dawn") is going to become important after the recent multiple KS meltdowns.
Back in the day Greg Stolze pretty much wrote the Reign supplements then put up a funding (I don't remember the system he used) to get them released. I think the smaller retro companies will be heading down the same path.
More to the point of this post, #2-#4 can easily be blended to various degrees. If the Skein is mystical power controlling sites, artefacts, and Maji becomes important. Plus factions will have to choose between fighting to gain existing resources or creating more.
Pacesetter Chill is one of my favorite games ever.
Really looking forward to this.
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