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About Nine Worlds
Nine Worlds is a story-driven game with a very unique system. It uses playing cards and a powerful mechanic called Muses that, I’m proud to say, still does one of the best jobs I’ve experienced in helping groups create dramatic stories during play.
The setting is also unique — it is a modern day fantasy where the gods and creatures of Greek myth are locked in a cold war among an astrological universe. Earth is at the center, cloaked in the illusion of modernity, but all around it are other worlds ruled by the gods and titans in a covert and sometimes overt battle for control of reality.
The game has its roots in games like Mage: The Ascension, Nobilis, and Amber. And, there’s a lot of influence there from The Riddle of Steel, among others. Heap on some literary influence from Michael Moorcock, and of course Homer and other Greek myths. Oh, and that Art Nouveau influence, as well as a lesser known D20 supplement for Spelljammer: Shadow of the Spider Moon that appeared in Polyhedron #151.
I’m extremely fond of Nine Worlds. It’s by far my favorite of my creations to date. That’s part of why I released it for free. The game is unique, and because of that, its success in reaching game players over the years has been challenging. It seemed a shame to me to keep it locked up in Tartarus for eternity. While I doubt it will ever become a blockbuster seller, I do think I can reach out to fans this way. I’m especially eager to see what people new to the game think.