The Star Game
An Alembic of Esoteric Initiations
The game consists of only two players, the Demiurge and the Channel. When these two players are together they form a Nexion, which is a living passage between planes of immanence. This Nexion may be named according to their tastes. Individual sessions are to be referred to as Rites and the overall collection of Rites is referred to as the Great Work. The game’s rules are simple, emergent, and subject to change as the game itself develops between its two players. The ultimate objective is to facilitate the attainment of Gnosis and the discovery of one’s True Will. The only material requirements are paper, pens, and a few different RPG dice. These are kept to a minimum, thus, only a D20 (or the Dakhleh), a D8 (the Castile), and a D4 (the Star Gate) are absolutely necessary. Generally the D20 is the die used the most often, but its functions can be fluid and even this can be changed by the consensus of the Nexion.
The Demiurge is essentially the referee of the game and is responsible for the creation of dimensional planes, their populaces, their dangers, and their challenges. The Channel is responsible for the creation of a character (or characters) to navigate these challenges, whether external or internal, according to their will. The gameplay can be likened to a dance between these two becomings, and both players are to develop together as their Rites unfold. A further responsibility of the Demiurge is to keep a written record of the Rites themselves.
Character creation for the Channel is rather simple. First, their character must be named. Next, a form of magical practice is to be selected for them, though this can be changed and others can be learned as the character and their proficiencies develop. The initial selection of only one or two forms is recommended specifically to give the Channel’s character a certain specificity and their own identity. Keep in mind that different forms of magic can become available as the character becomes more proficient in navigating different dimensional planes, and magic’s mechanics and scope are likely to wildly differ between them. Some forms may become stronger or weaker depending on the plane’s metaphysical laws. If a character without any kind of magical affinities is desired, these rules can be disregarded and alternatives can be discussed with the Demiurge. The selection of their form of magic can be likened to the selection of a class in other similar tabletop games. A rudimentary list of these is forms is provided here but it is not to be taken as absolutely definitive or exhaustive:
- Sorcery, or Goetia, the least specific and most well rounded. It typically consists of the casting of simple spells and the construction of magical objects and sigils.
- Ceremonial magic, for those inclined towards the creation of magical institutions and organizations.
- Sex magic, for those with a certain reverence for the development of the bodily arts.
- Necromancy, communication with the dead.
- Theurgy, communication and invocation of deities and demons.
- Mysticism, or becoming one with the Absolute.
- Thaumaturgy, the magical manipulation of the physical world.
- Vampirism, for those with a taste for blood essence.
- Natural magic, to aspire to the Renaissance ideal. This includes herbology and alchemy.
- Witchcraft, another rather broad school very similar in scope to sorcery.
If desired, a general alignment of the character’s magic may be selected, either White, Black, or Grey, but this isn’t entirely necessary. Other orientations towards magic may be discovered.
Every character starts with 10 hit points. Six other stats are essential, Strength, Dexterity, Constitution, Spirit, Intelligence and Charisma. These all start at 10 but an additional 10 are available to be added where the Channel would like their character to be more proficient. If any clarification of these stats is necessary the Demiurge may be consulted. Spirit is essentially the character’s base proficiency in magic itself. As an added bonus, if the Channel would like to create a character which begins without any magical ability at all, Spirit may be reduced to 0 and 5 extra points may be added to other stats. Stats may change over the course of the Great Work but this should be reserved for significant achievements. After these points are allotted, modifiers may be calculated. The Demiurge is likely familiar with this, but if not: a modifier is calculated from the value of the corresponding stat minus 10 and then this is divided by 2. The modifier is to be used for ability checks at the Demiurge’s discretion to challenge the character. Based on the proficiencies and orientation of the character, the Demiurge can decide which skills and actions can be rolled with advantage, which is where the Channel rolls 2 or 3 times and selects the highest roll as the result of the action. Disadvantage, conversely, is rolling twice and selecting the lowest.
Further, an occupation or background may be chosen for the character, which is essentially the role they play in their dimensional plane of origin. If desired, an occult order of origin may be selected as well. The character’s starting equipment may be specified, but these should be limited to few cherished or practical objects. The Channel is also to describe the character’s outfits and physical appearance. Lastly, if applicable, spells for combat may be devised with the Demiurge and weapons may be selected.
As for general guidelines, this game was written with the intention that it would be played between two esoteric seekers, as the author considered it unlikely that any aspiring Demiurge would know more than one person with an interest in playing it. But, surely the rules could be adapted to a group setting. This game is largely intended for an audience with an interest in the Western esoteric and mystical traditions, but it could likely be adapted for other cultural contexts.
With this knowledge, the Gates may be opened. Remember, nothing is true, everything is permitted.