Hello, archivists—
As summer slowly encroaches, we retreat to the dank, dark archives. These hallowed walls promise safety, understanding, knowledge, and power—or at the very least the illusion of them. Thump, thump, thump on the door. Who could that be?
Thump… thump…thump…
Wait, don’t—
Take a peek inside Do Not Open!
We’re thrilled to share that Bruce Cordell, the lead designer of Do Not Open, has some updates about the progress of the manuscript!
This is how the Table of Contents for Do Not Open is shaping up:
Introduction
Chapter 1: Descriptors
Chapter 2: Foci
Chapter 3: Backgrounds
Chapter 4: Connections
Chapter 5: Creating New Statements
Chapter 6: Playing The Magnus Archives with Cypher
Index
Here’s what he says about the contents:
In Chapter 6 “Playing The Magnus Archives with Cypher,” we're providing explicit guidance if you want to bring aspects of your The Magnus Archives Roleplaying Game (“Magnus” for short) into closer concordance with the new Cypher rules (debuting later this year in the Cypher Character Rulebook).
If you don’t care about that, well, Chapter 6 isn’t a huge part of Do Not Open, and you can easily... not open it.
However, throughout the preceding chapters, the design elements that appear in Do Not Open are being written in such a way that they’re already compatible with both the Magnus rules as they currently stand and with the new Cypher.
How can that happen, you wonder? Well, the games aren’t that far apart. Moreover, some aspects of Magnus were secretly test beds for things we wanted to try out in Cypher. The Magnus descriptor format, in large part, was one of those!
In other cases, we are simply designing certain new abilities in a way that happens to coincide with a design decision in Cypher, but is fully comprehensible from the ability description. For example, we might write a new ability that lasts until your character takes a one-action or longer recovery roll, instead of one that lasts for a minute or so. Makes sense as written, and hey, that’s how durations work in Cypher, too.
Changing the topic just slightly—check out chapter 5, “Creating New Statements.” It contains a host of prompts to serve as inspiration for you to generate brand-new statements for use in your games. Lists of prompts are provided for each part of the statement process, which can really help PCs and/or the GM quickly generate new and creepy scenarios to investigate.
We'll level the "lifepath" options in chapters 3 and 4 for a future update, since this is going a bit long. Let me finish by noting that the first draft of Do Not Open should be done and ready to go into development very soon. This week, I've been working on a few interesting additional foci that should raise a few eyebrows. If it’s wrong to be someone who Buys All The Wrong Books, well, I don’t want to be right.
Keep your eyes peeled for the next update where Bruce will share some info about the character backgrounds and connections chapters!
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