1.1 Preface

It is my considered opinion that history will be kind to this form of collaborative and improvised storytelling, despite an association to popular fantasy. Not only is there is there knowledge acquired from from reality modelling and awareness of the rich traditions of mythology, there is also the personal development in role exploration through psychodrama, and the development of a deep culture and community around the hobby.

For over thirty years I have been an active participant in the hobby of roleplaying games, starting in the early 1980s. In that time I have read an estimated ten thousand RPG systems and supplements, participated in around one thousand sessions, and have conducted thorough reviews of over one hundred products, nearly all available on the site rpg.net. I was even fortunate enough in my undergraduate days to do an independent research course on roleplaying games that was counted as credit to my first degree.

Nevertheless my own contributions to the hobby so far are limited to editing the fanzine, RPG Review (rpgreview.net), a quarterly journal that has seen over twenty issues published, as an active playtester for some major games (RuneQuest, Traveller, Basic Role Playing), a chapter and review of Fox Magic, and the overwhelming majority of Rolemaster Companion VI.

This game has been a very long time in the making. Some of the delay results from the lack of a financial imperative that provides a drive towards production. Some of which was due to extensive play-testing of other game systems. Most of the delay however has come from my own deep-seated perfectionism in design, which can be more of a flaw rather than a benefit - especially with contemporary publication mediums which encourage revision and version control.

In my defense, the motivation was to produce a game system that would be lasting and survive the test of time. I thought hard about what a character meant, what an attribute was, what was being represented by a skill or knowledge, or a score on the character sheet, what dice rolls were for, and how to wrap this all up in a game system which satisfied the diverse needs of different gamers, whilst incorporating an evocative aesthetic. Hopefully as a result, a reader and player will find that this game generates a high level of lasting satisfaction, inspiration, and even education.

Readers are encouraged to contact me for any questions, reviews, criticisms, or development offers (e.g., translations, supplements, printing etc), initially via email (lev@mimesisrpg.com).

This work is licensed under a Creative Commons-Attribution-Non-Commercial license. The colophon of the Mimesis roleplaying game is the ancient Egyptian eye of Horus, which was believed to an active ward commonly used by sailors.

Lev Lafayette, Melbourne, Australia, 2013