The Good Old Days

A world where videos of the supernatural go viral every day.

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Curious about joining The Good Old Days?

The Good Old Days... back when The Contract was filled with more jokey, throwaway characters. Have fun here, with the ruleset of The Maelstrom without any of the contractor limits!

The Good Old Days was created by T3K 9 months ago

T3K
Playgroup Leader

EthanJ
Playgroup Member

jestr
Playgroup Member

Kamulis
Playgroup Member

loroman1211
Playgroup Member

Ltyinkwint
Playgroup Member

Mistious001
Playgroup Member

Nacilion
Playgroup Member

NPboom
Playgroup Member

Oyasumi
Playgroup Member

Manery Fleouw the toymaker alchemist
A 0-Victory Newbie Contractor

PrincessLacie
Playgroup Member

ShadyTradesman
Playgroup Member

SmoothOperator
Playgroup Member

Soprano
Playgroup Member

TrustingTroller
Playgroup Member

Fük the Bully Strongman
A 0-Victory Newbie Contractor

Illuminated Earth

Illuminated Earth is a twisted reflection of the modern world where the advent of smartphones and the internet confirmed the existence of the supernatural instead of disproving it. Here, witch hunts have merit. Billionaires and Senators employ paranormal advisors and bodyguards, and everyone knows. Charlatans become pop culture icons, and each revelation inspires a new cult. The world is changing. The secret societies that pull humanity's strings scramble to adapt.

Now's a good time to move up.

House Rules

Contractors from The Good Old Days Are portable, and may play in Contracts in other Playgroups.
The Good Old Days grants 6 Experience points to GMs who achieve the Golden Ratio.
  • Citizenship: Active Players are expected to GM Contracts from time to time. If you have played as a Contractor in your most recent six Contracts, you are barred from playing in The Illumination again until you GM.
  • Supernatural Powers: All non-mastery, non-concealed Powers must be obviously supernatural when activated or grant a mutation that marks the wielder as supernatural or bizarre if discovered.

Full Setting Description

They named that time The Illumination, and it was by the flash of a camera phone.

 

The year was 2004. Until that point the Earth was as we had always known her. We filled her cruel vastness with legends, superstitions, and rumors. Warlocks, monsters, and gods lurked on the edge of the collective consciousness, always a possibility but never more. We lacked evidence. That evidence came as humanity filled its pockets with technology equipped to capture and transmit.

 

An iPhone found on High School senior Nate Klienman’s mangled corpse held a video of his girlfriend’s bone-snapping transformation into a monstrous wolf creature. A Brazilian widow documented a series of conversations with the misty figure of her late husband. A Chinese fishing boat caught a mermaid in a net and put it on display in the Beijing aquarium.

 

Each week brought a new revelation that we were not alone. Superstitions reversed their slow death overnight. Salem held their first witch trial in a century. The jury rendered a verdict of “guilty on all charges” and sentenced Maxibelle Horux to death. A week after her lethal injection, half the jury died from a tainted batch of flu vaccine. A fearful, populist movement arose to rid humanity of the creatures lurking in its ranks. Suspects are forcibly subjected to bizarre tests of their humanity, and the results are often open to interpretation. A mob’s justice is swift.

 

Yet the paranormal is not merely relegated to a persecuted class. Where some see monsters, some see sentience, and others see opportunity. If a vampire can sustain themselves on cloned blood and work the graveyard shift, why not legalize and tax? Politicians and Aristocrats employ odd-looking individuals as "advisors" or "protection." Entertainment magazines publish revelations every week about which celebrities shed their human skins at home. Charlatans of all stripes, from palmistry mediums to televangelists, have flourished despite the risks. The treatment of the paranormal varies from place to place, person to person.

 

Long have cabals, cults, and secret societies thrived in the shadows. Their roots run deeply through humanity’s oldest systems of power. Machinations are challenged, and sleeping dangers awaken. The world is changing, forcing long-dormant powers into desperate action. And it is in the midst of this great period of change that The Powers That Be have once again turned their attention to the blue marble. For the first time in two hundred years, Harbingers approach worthy individuals with an offer they won't refuse.

The Games have returned, and a new generation of Contractors are being forged.