The American War of Independence rages
on, while a secret war waged between Freemasons and the Illuminati
determines the fate of nations and the right to use magic.
WE THE PEOPLE: Main setting info.
A
Magickal Examination: A selection of hexes (35 total) for use
with We The People.
Origin & Inspiration
There is not much to tell about
this one actually. I am history and philosophy addict, as well as a
geek, and American, and a Freemason. It would seem that the nexus of
those points is the American Revolution. I've longed to do an
American Revolution setting for any game through the years, most
"recently" with Savage Worlds 'bout round 2010. It didn't pan out.
The
thing is, I always knew the central point of conflict and alteration
from actual history would be the pursuit by the colonials for magical
- and not religious - freedom. This in itself is not enough to run a
game by or develop a setting. It's just a gimmick, a hook, a novelty.
It needed to be more than that to put in the time to develop
it.
Previously, I didn't include Freemasonry in the setting,
thinking it would be taken as a form of recruitment or
public-relations attempt. Then I really started having in-depth
conversations with S. John Ross (he of Risus and other fame) who kept
driving home this central point: Create For Yourself
This
is, if you worry or hope how others will see your work, you've
already handicapped yourself. You are creating for an imaginary
audience when you do that, and the work suffers because it's not full
of the awesome that comes from what you care about.
I take
pride in being a Freemason. So I wrote a setting for myself, and
myself only, full of Masonic angles, a secret war with the Illuminati
and all the rest, but it is the stuff I
love. And as it turns out, We The People is my most downloaded and
popular setting. The rest is just details.