Apotheosis
There are so few left, so terribly few. Every few years the old gods put on new faces, ripping them from the flesh of the living, standing over the bones of the dead. These are only metaphors: but the gods change. All things change, or perish. One pursues novelty or clings to habits. Both ends may be destructive. All things change, and move towards their end.
Every year new gods are born, despite all the old gods do and be and every effort of will and desire. Things happen, despite our most feverent prayers, our most profound hopes. The world gives birth to new gods in this age of change and wildness where all the terrible power of old traditions breaks down and in the centre of the world the world discovers that the centre does not hold.
You've heard whispers, or rumours of them. Read graffito visible only under a new moon. Saw the homeless bum who told people The End was coming get bundled off by men in white suits when he tried to tell people the truth, screamed: "You did it!" to everyone he met, weeping whiskey tears all the while.
Something is changing, has changed, is coming. There is something in the air, the hint of a storm, the knowledge that the calm is over. The world is changing. You feel it in your pineal gland, see it in strange news items, read about it in the gossip section of the paper. Somewhere, out there, men who are far more than men are gathering, and men who are terribly less gather as well. Their are armies moving through shadows, down paths known only to small children and cats, and though they are unknown, they are still armies, and there is still a war.
Because the rumours say that we made the gods, and that the universe will remake itself once we've made so many. That they will make a new one. A better one. Or they did yesterday, and there are those who want the old one back -- it doesn't matter, not really. All that matters, all that is known, is that there are over 330 gods walking the world, and that unless we are terrible or clever or very lucky, soon there will be more and there will no longer be a world.
So, this is what popped out of my head for an Unknown Armies campaign. The PCs can be In The Know (as much as anyone is), or only some, or be thrown off the deep end to tread water and drown beautifully. Entirely up to the players, as is the PC.
Standard UA PC (220 points). Each PC has a Dark Secret, something horrible they've done and never want anyone to learn. And a Trigger, which is something Weird you saw (or the first weird thing you saw) that told you the world was even stranger than advertised on cheap talk shows during ratings week.
The PCs should be connect somehow. This can be an ally, an organization, them being neighbours in the same apartment complex -- it's up to you all, but your PCs should know each other before the game, at some level.
Where it's going: This is unknown armies. Surreal urban fantasy, sprinkled with horror. It's about power and consequences, and what you'd do to change the world. It's about having the guts to see the world as it is, not as we desire it to be -- and maybe, just maybe, finding a way to make the desire come true, or learn why it can never be. It's about being as hard as you have to be, as kind as you can afford to be, and doing what has to be done.
Because the heart of the world has a secret, and everyone knows it even if no one can really believe it. And it means everything, and nothing. You find it scrawled in bathrooms, written on your bed sheets when you wake up, replacing texts in a newspaper. Truth so old no one believes it. Magic so old no one understands it.
You Did It.
.... Now what are you going to do about it?
Mmm... yeah, that's all well and good I guess, but I feel kind of overpressured by the "Oh yeah, the world could go at any moment" dealie. And from reading through the UA book again, I imagine it very much could be any moment at that point because, sure, the people who want to keep the world from ending are gonna be working extra damn hard to stop any more Ascensions, but there will be so many more people trying to pull the last few off so they can be a part of the redesign (either as being the Archetype or having their good friend who they agree with be it).
ReplyDeleteI was thinking we'd be going in for a more "middle of the road" game where the people who want to be clued in can be, the ones who want to be ignorant can be, and we can just sort of see where we go with it and pick whatever goal(s) we want. An "end times" scenario kind of makes people who want to start off completely Mundane and ignorant a bit useless, and kind of narrows down what meaningful goals and aspirations one could have.
ReplyDeleteWell, it was posted late. The general gist was a "something Big is going down" and the rumours claiming that is what it is -- because, really, what's bigger? But no one actually knowing for sure.
ReplyDeletePlus, this is UA. There is seldom any real benefit to starting off entirely mundane. Being thrown off the deep end is well and good, of course, but no one starts out normal.
Well yeah, I don't mean like, completely Mundane. I mean as far as just having the Trigger Event and not having done or experienced anything else Occult yet.
ReplyDeleteAh! I see. This can actually be an advantage -- those 'in the know' have an idea about what is going on, but why? How does everyone know this? Who benefits from it? And what, precisely, can those 'in the know' actually say with any certainty given that most of them are halfway mad?
ReplyDeleteAll PCs are assumed to be aware of the occult underground and/or developing that awareness. In game terms, PCs begin at the level of the streets with secret names or the world of our desires. This first post is the level of the world of our desires (aka the global one).
Advantages to street level: you won't take for granted what others may (the origin of demons, the nature of the universe etc.).
Advantages to global: your PC is locally known, and probably feared. You Know Things Man Was Not Meant To Know, and such things can't be hid.
Disadvantages to street: You go "huh?" a lot, and are playing a game without knowing all the rules. This is, almost always, quite dangerous. Yo can be easily played, and there are many players out there circling for fresh blood and maybe a nice proxy or two on the side.
Disadvantages to global: You are, by the standards of society, insane. It doesn't matter that you can do the impossible -- you've paid prices for it that no sane person would, and most would say you lost your soul in the gaining of your desires.
Also, finally, keep in mind that UA is about the characters far more than the plot. The plot is just a rough thing to flesh PCs out again, but the real game is about the characters and stripping them down to what makes them tick, pushing them up against a wall and finding out if they are particles or waves ... that sort of thing :)
ReplyDeleteOh, you mean like this? :)
ReplyDelete