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[nWoD] Mummy: The Curse

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Teylen:
Das Entwicklungsblog zu Mummy: The Curse wurde eroeffnet und es gibt bereits einen Eintrag zu der Thematik des neuen Spiels..

Nin:
... ich hoffe nur, dass diese Frikadelle auf dem Unterarm wirklich nur ein schnell geschmiertes Bildchen ist und kein echtes Tattoo.

Ansonsten lass ich mich überraschen was da kommt.

La Cipolla:
Hier noch für die faulen:

--- Zitat ---Like other World of Darkness games, the world of Mummy plays host or potential host to more than one theme. The protagonists who stand front-and-center in our setting — the Deathless — are ancient and complex souls, each with the potential to reach both the pinnacle of greatness and the nadir of loss or despair, possibly even within the same chronicle. With such a vast, dynamic range of story and personality, of character and complication, it follows that the underpinnings could be similarly broad.

With that said, two themes stand out as the most foundational to the game and to its main characters. The several other themes at work in the game all derive from either these foundational two or from the specific setting background and contextual elements in which the characters’ stories will unfold. The first, and by far the most central of these themes, is memory. Once-mortal souls that must weather not just the passing of centuries, and with them the death of all that’s familiar in culture and civilization, but also the passing of themselves through that same process — as they too must die and be reborn, over and over again — cling to memory like the balm that it is. Memory is not only that which sustains the soul as an independent entity, but that which defines the story of one’s existence. And when one’s existence drags on, through and beyond the lifetimes of all those around him/her — save only other true immortals — the importance of memory does not wither, but grow. Indeed, memory is so fundamental to a mummy that it’s represented by its own game Trait.

The Janus twin of memory, then, and our other foundational theme, is self-discovery. Even creatures that live for but a moment, as compared to a mummy, often struggle with what it means to simply identify themselves: their true character (or soul, if one prefers that term), as well as the purpose or purposes that drive them to daily action. If knowing one’s self and one’s place in the roll of history — or, in more esoteric terms, the role that Fate has in store — is important to a human being, imagine how important it must be to one who once was human, but whose soul now persists. Forever. This theme is doubly important in the specific context of this game, since mummies struggle to retain details of their origins and former life, which makes self-discovery — or re-discovery — a central narrative element in many Mummy stories and chronicles. The more a soul discovers or re-discovers of itself, the greater its memory and sense of its own place in the scope of time. Self-discovery isn’t represented in Traits, but that makes it no less pivotal to the game’s characters.
--- Ende Zitat ---
Uh, klingt gut, erinnert mich an Hawkgirl und Hawkman, und an Yu-Gi-Oh. XD
Praktisch die perfekten Quellen für die WoD! ;D

Bin sehr gespannt, wie sie die Erinnerungen mit einbauen -- ich fände bspw. extensive Szenen, in denen man frühere Inkarnationen spielt, sehr interessant. Denn wenn das Ganze bloß in der Gegenwart spielt, befürchte ich fast schon, dass es vom Spielerischen her wieder sehr nah an anderen Linien landen könnte, aber ein kanon-mäßiges Spiel in anderen Epochen, das hätte mal was.

Jiba:
Ich frage mich ja, ob es für dieses Thema zwingend Mumien mit KEWL POWERZ gebraucht hätte.  :P

La Cipolla:
Ist eine angebrachte Frage. Man kann sowas auf jeden Fall auch nur mit dem GRW spielen. :d
Ging mir aber auch bei Promethean und Geist schon so, und ich mag die Spiele trotzdem (und sei es nur für die Ideen und die Umsetzung).

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