Players take on the roles of outsiders, dabblers, and criminals, given a second chance when recruited as investigators into Queen Elizabeth’s intelligence task force for handling magickal and supernatural threats.
Headed by her long time confident Doctor John Dee, the setting covers both investigations on home soil and the period Dee spent in Europe seeking to secure weapons of mysticism and devilry.
Elizabeth prevails… but for how long faced with the threat of Church, Spain and foul sorcery alike.
I realise this is nothing new, but I needed to remind myself that The Dee Sanction remains very much in progress and worthy of my time and attention.
This time of year hangs heavy with convention-based commitments. The opportunity to sit and tinker with stories, plots and mechanics seem to dry up.
However, I have been pondering the greatest concern for myself around The Dee Sanction – the mechanism for handling conflict and competition. As of yet, I have not settled on a single means of resolving situations in doubt – but, I feel I’m on the cusp.
I plan to run the game at a couple of cons over the next few months and continue to aspire to run an online game or two.