The Book of Knots - Jags
The Book of Knots - Jags
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