A campaign for Mythras Imperative

First Through

The Causeway

Nine hundred and seventy-five years ago, people who knew they would not live to see it work spent everything they had on robot ships. Where one arrived, a door opened. Step onto the plate and you are eight light years away before you have finished stepping — and that is the only thing that crosses. Not light, not a signal, not a gram of cargo. Only a person, and whatever a person is holding.

And only the young can do it. You are fifteen, you are the newest the Threshold has taken in years, and the entire traffic of human space rides on people your age.

If you are running the game The Games Master's Guide The physics as it actually works, the station and everybody on it, the whole of Act One beat by beat, and how to run it for a young player who has never done this before. Full Mythras statistics. Contains every spoiler. Open the guide → If you are playing The Players' Guide Everything a first-through already knows: the doors, the job, the station you live on, the five peoples, and the neighbourhood out to twelve light years. How to build your own character, how the dice work, and what to say when the Games Master gets something wrong. Nothing in it will spoil the game. Open the guide → If your child wants to play this What Actually Happens What the game is, what it asks of a young player, how danger is handled, and what the astronomy is doing in it. With a novel made out of a real four-day run of it, transcribed from the table, so you can read the thing itself rather than a description of it. Have a look →

The Causeway, as a chart — twenty-eight systems and twenty-six doors, every star at its true measured position and every line a door that exists in the campaign. Count the lines meeting at Sirius.

Prefer paper? Games Master's Guide (PDF) · Players' Guide (PDF) · The novel (PDF)