So, not only is this my first WWblogs post, but it’s my first WordPress… well, anything of any kind, so I hope you’ll indulge me while I figure this interface out. In the meantime, it’s great to be here.
For those who don’t know me, my name’s C.A. Suleiman and I’m developing a Storytelling system RPG called Mummy: The Curse. It’s been a little while since the World of Darkness got itself a new core offering, and I couldn’t be happier to be shepherding this undead puppy through the process.
Fans of the classic World of Darkness might recall a game entitled Mummy: The Resurrection. That was the banner offering of the Year of the Scarab, and its core concepts revolved heavily around the metaplot that was spiraling itself toward the conclusion of all those classic game lines (a period called the Time of Judgment). I was the developer on those supplements, too, and that game remains pretty special to me, even a decade on.
That said, one thing I can tell you about this new vision of a mummy-focused roleplaying game is that it’s very, very different from the previous iteration. Resurrection was one of the few “bright spots” in the classic WoD, with protagonists who, while just as flawed as any other denizens of the setting, were the keepers of a special flame, and as such, fundamentally driven to act heroically.
Mummy: The Curse invokes a different set of aesthetics, themes, and motivations. Like the other new World of Darkness games, it’s about a return to the Gothic form of its archetype — a roleplaying experience that focuses on occult horror and dark pulp-fantasy. You play a mummy, just like you did in the archetype’s prior game iterations, but one unlike you’ve ever played before.
I’ll be posting more here as we get closer to the core set’s release later this summer, but I wanted to introduce myself and the game I’ve been dying to design since the new World of Darkness came out. This is a pretty exciting time for me, and I’m glad you all will be here to join me for the ride.
In the meantime, I leave you with a picture of a sketch an artist friend did on my arm a few days after I got confirmation from above that Mummy: The Curse would finally make the transition from a long-standing personal dream to the head-on reality of an exciting new game line.