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The Book of Knots - Jags

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they have been and will be will fall away, consumed in the maelstrom <strong>of</strong><br />

the ancient poles/houses.<br />

This plan is inevitable and the Caretakers choose not to see it; instead<br />

they choose to rage against it – to assert their superiority <strong>of</strong> humanity, to<br />

claim the universe as theirs, and to attempt absolute homicide, in the face<br />

<strong>of</strong> the mathematical certainty <strong>of</strong> failure.<br />

JAGS Wonderland: Mate in Two<br />

JAGS Wonderland takes place in the 4 th move <strong>of</strong> End Game; some<br />

humans have already journeyed to the bottom <strong>of</strong> universe and seen what<br />

there is to see there. None <strong>of</strong> them have understood it yet (at least not<br />

understood it in its entirety) but this is only a matter <strong>of</strong> time.<br />

<strong>The</strong>se are the last days before the unveiling <strong>of</strong> the universal truth and the<br />

outcome <strong>of</strong> the war between humankind and the Caretakers; someone<br />

– some human – will journey deep enough and travel far enough, and<br />

arrive with the wisdom to see what is possible.<br />

Playing the End Game<br />

<strong>The</strong> way we play, the PC’s learn about Wonderland in stages, peeling<br />

away the layers <strong>of</strong> the onion – initial discoveries <strong>of</strong> the Caretakers<br />

suggests a world without hope, but further exploration will identify<br />

a false hope—the Deconstructionist and the coming “Civil War” in<br />

Wonderland.<br />

Saving humanity at this point (midway into the game) seems to be a<br />

matter <strong>of</strong> playing the Deconstructionists against the Caretakers – a<br />

great game between alien superpowers who are both inextricably tied to<br />

humanity.<br />

Eventually, though, the truth will emerge: the Deconstructionists<br />

are nihilists at best and hypocrites at worst – they would either<br />

systematically destroy everything or would overthrow the Caretakers,<br />

only to become them (in spirit) and develop their own awful plans<br />

for humanity. In any case, all <strong>of</strong> them are insane and overwhelmingly<br />

powerful.<br />

Sometime during this period, the PC’s would discover that there are<br />

secrets even the Caretakers don’t understand – forces they fear. <strong>The</strong><br />

foundations <strong>of</strong> the Universe hold some terrible secret and (perhaps)<br />

hope.<br />

In the “canonical” JAGS Wonderland Game, the PC’s will probably visit<br />

Chessboard Seven before they understand its true meaning – typically<br />

searching for clues others have missed. <strong>The</strong>se initial contacts would be<br />

frustrating and disappointing. <strong>The</strong> ruins are really ruins; there are no<br />

sages or sphinxes or oracles to ask for answers. <strong>The</strong> machines are all but<br />

ruined and repairing them (even if they were understood, which they are<br />

not) seems an impossible task… likewise, controlling them is beyond<br />

127<br />

<strong>Book</strong> <strong>of</strong> <strong>Knots</strong> - Chessboard Seven

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