Benvenuti nel mediterraneo del 23° secolo, benvenuti in ciò che rimane del Regno dell'Uomo. Immergetevi nell'atmosfera cupa del Terzo Impero Mediterraneo: sperimentate l'opprimente società nata dalle ceneri della vecchia, distrutta dall'arrivo della magia. Trovate il vostro posto in un mondo in cui l'occulto è temuto e proibito, eppure subdolamente presente. Cercate di sopravvivere alle faide fra le famiglie aristoi e alla spietata competizione per il monopolio commerciale delle corporazioni. Lasciate la vostra impronta su un mondo ampio a sfaccettato, dalle torri e gli slum delle più grandi città ai territori alla periferia dell'impero che devono combattere per la sopravvivenza!

Not the X-men!

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Reading the history of Aegis Aurea and the manual to follow, you might realize what looks like a clear violation of the principle of Chekhov (if anything shows on stage, must then serve to something): the war of the mutants.

In early versions of Aegis Aurea mutants were a significant part of the setting, while now are bound to history and a hint that they may be the reason that genetic modifications on humans are banned.

What is actually behind this lack of information? The main reason is probably the impatience at having to fix all the new players, who hear about mutants immediately associated the X-men of Marvel. The mutants in Aegis Aurea had significant differences from the more famous Superheroes: mutations can be either positive or negative (and very often coexisted); their nature is purely magical, not pure genetic origin; the offspring of a mutant shares power, but mutants are often sterile. Who is familiar with the Marvel brand can see the many differences, but this did not change the result: connect the word to the Marvel mutants is a Pavlovian response among the players.

The problem of interpreting the mutants in Marvel style is completely infringing the vision of the relationship between humanity and magic in Aegis Aurea: no matter how much you efforts, the man will never have control over wizardry, that always will rebel. In this context the mutant in control of his powers is a clear signal that the man is adapting, you are taking the domain and that one day the problem does not arise again. This point of view, in all honesty, it is true whatever the interpretation given to mutants, but watching "X-men" makes it even more extreme. After long thoughts (and numerous grievances) the only solution that does not intaccasse the founding principle of the game was to remove the mutants.

I could not however completely eradicated as if they never existed, especially respect my personal policy on continuity of play (what has been played is part of ambientazion). The civil war history of the genus imperat was already underway and, riding the wave, we included the revelation of the artificial nature of the mutants: they are nothing more than the fruit of a rebel group of wizards for creating new human, but without the support of this group would be destined to become extinct. A mass migration of survivors after the setting was free from mutants.

A great piece of game history could not disappear without leaving any trace: riding the wave of fear that something similar could happen again (and respecting the wishes of religious) change human nature permanently (by altering its genetic makeup) is now considered a huge taboo. Of course, not all comply with the taboo … but at least, sunlight man remains pure and unchanged. What happens in the dark dungeon of mad scientists is a story for another day.

What becomes of the mutants left Italy seventy years ago? they are all dead? they managed to create a new brood? accumulated mutations making them something totally alien? They plotted so far in order to avenge their oppressors? For now there is no speaking fee …. see you what to make of this information:)

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