As I mentioned in an earlier post, I need to provide a tight and informative intro to The Dee Sanction for my convention games. This is the current draft. It would also work perfectly well for a game system intro (or maybe the back page blurb).
You’re a member of a secret organisation. You have a remit for national security under Sir Francis Walsingham. Walsingham commands a network of intelligence agents and contacts. Few would guess Walsingham would recruit Doctor John Dee, Queen Elizabeth I’s infamous court magician.
Dee leads a team of operatives who investigate and apprehend cultists and dabblers in the dark arts. You’re a member of that team, but not out of choice.
Somewhere between conscription and penance, you work for Walsingham and Dee under duress. You have faint hope that you can use your talents to earn your absolution and release.
Those around you know something of your background, but know nothing of the darkness. You’re not a good person. You are not blameless. You have done bad things, read awful truths, and owe allegiance to beliefs that do you no favours.
You can see light at the end of the tunnel. If only you can outrun the shadows of your past…
Part of that needs to be the background to events. What’s happening, why, and how did your character get involved. This seems to cover the bases for the moment.
Given I’m running another playtest in a little over a week, I need to get this down, along with the focussed crunch overview. Pardon me if I think out loud.