Recess: Mook’s Creed II

Mook’s Creed II




How much fun the Assassin’s Creed II videogame can be for the player: the chance to be a near-invincible killer, master of superhuman combat maneuvers and Leonard da Vinci’s clockpunk weapons. Not so much fun for the mooks and goons who have to face you, though… 

A game from the other side of the screen, recreating life – and death – for the poor bastards there to make the hero look good. You’ll have to be lucky, you’ll have to be smart, you’ll probably die (indeed, maybe several times), but that doesn’t matter. Because there’s always the refresh at the end of the scene, and you might even be able to gain a little individuality, to become more than just one more identikit target for the assassin. And maybe, just maybe, you’ll be the ones to bring that smug superhero down.

Think Assassin’s Creed II, using the fast, simple Wordplay rules, with more than a nodding homage to Paranoia. Start as one of the unvariegated mooks: an Agile Guard, maybe, or a Borgia Messenger. Bit by bit, whether through surviving or dying, you begin to acquire a personality, maybe some personal ambitions, even rivalries or relationships with the other players. Who knows, maybe becoming a person in your own right will end up being even more important than stopping that damn assassin?

Of course, meanwhile you can expect all the violence, puzzles, plots, set pieces and sumptuous Renaissance Italian backdrops that a game like this demands!

A ‘daVinciPunk’ adventure for 2-6 players using the neat and fun Wordplay rules that requires no prior knowledge of Renaissance Italy in the 1500s. Characters will be start as very basic pre-gens and the players will develop, customize and humanize them as the game progresses.

Setting: 1510: a Clockpunk Renaissance.

It could have been so different. Who knows, if Niccolo Machiavelli, military commissioner of  the Republic of Florence, had not truly understood the scale of Leonardo da Vinci’s genius, he might simply have wasted his time painting portraits of women and doodling. Instead, Florence’s screwcopters, gun-turtles and organ-guns make it secure against the armies of the Pope, Milan and the French and a haven for radical thinkers, artists and other inventors inspired by his example. Of course, though, success breeds jealousy amongst the city states of Renaissance Italy and beyond. The city’s winding alleys and cobbled squares swarm with sinister Venetian spies, sour-faced priests bearing secret Papal instructions, Milanese mercenaries hoping to earn the king’s ransom the Medicis have promised for da Vinci’s secrets and even emissaries from France, England and the Ottoman Empire… Exciting times, but dangerous ones, too.

What if all da Vinci’s inventions worked as he had hoped? What if they had been enthusiastically adopted and that their successes had sparked a different kind of industrial revolution? Think of Gibson and Sterling’s ‘The Difference Engine,’ but amidst the sunlit artistic ferment of the Italian Renaissance instead of the smogs and fogs of Victorian England; think of primitive computers running on water clocks and embellished with cupids; think of swashbuckling swordplay as an army of robot knights marches past on their way to the Vatican; think of crossing wits with Machiavelli, avoiding the dangerous charms of Lucretia Borgia, hearing Christopher Columbus tell you about the new world he has discovered…


2 Responses to Recess: Mook’s Creed II

  1. Pingback: ‘Mook’s Creed II’ this Saturday | 1510: Wordplay Games in a Clockpunk Renaissance

  2. Pingback: Running 1510 at Continuum (UK gaming con, 20-23 July) | 1510: Wordplay Games in a Clockpunk Renaissance

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