Help Us Interview Colin For Mummy: The Curse

Mummy the CurseImagine being both dead and deathless at the same time. Imagine being cradled in the arms of death for years, sometimes decades on end, but all the while knowing that you will eventually not only arise again, but awaken to an unfamiliar world that mostly fears and hates you. Now imagine that your purpose, your entire existence, is bound within this cycle — that you are chained to it for all eternity. You sleep, you wake, your serve your Judge’s will in the lands of the living, and you return to the death-sleep once more. The ancient culture that empowered you is gone, lost to the sands of time… yet you endure.

A few weeks ago, Onyx Path released its first corebook for this new World of Darkness line. In Mummy: The Curse, a Storytelling game set in the World of Darkness, you play one of these beings. Those who know they exist, from the cultists who serve them to the dark forces arrayed against them, call them the Deathless.

This game is a milestone for the partnership between White Wolf and Onyx Path Publishing. Not only is it a brand new corebook, the team who worked on this book should look familiar. Many of the writers and artists, like Mummy: the Curse developer Colin Sulieman have written for other games in the World of Darkness catalog.

Mummy: the Curse had a hugely successful Kickstarter and is currently being sold in digital and hardcover editions at DriveThruRPG. Already, it has received great reviews and fans are reading and playing this new game. Even though we’ve answered your questions on Twitter, Facebook, forums, Kickstarter, and other social media outlets, we’d like to put you in touch with Colin Sulieman, the developer, himself.

Ask your questions in the comments on this post. Then, in two weeks we’ll post the interview here on our website.

So, what do you want to know about Mummy: the Curse? Ask away!


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21 responses to “Help Us Interview Colin For Mummy: The Curse”

  1. Chazz Kellner Avatar
    Chazz Kellner

    You gave a great description of The Su-Mentent as the ‘IT guys of the tomb’ and you would contact one not because you couldn’t repair your tomb but because they could do it faster. I think this elevator pitch for the guild is perfect and really helps me grock them as a group. How would you pitch the other guilds?

  2. Chris Avatar
    Chris

    Please tell us about the upcoming sourcebooks.

  3. Chris Avatar
    Chris

    How would you use the Judges of Duat in the context of an actual game? What role do they get to play?

  4. Chris Avatar
    Chris

    What are your main sources of inspiration for Mummy: the Curse?

  5. Ferdinand Avatar
    Ferdinand

    Hi !

    What is the complete story behind the judges/ the Shan’iatu – and in which source book will the whole truth be unfold – what is their plan ?

    What was the connection between Atlantis and the nameless empire ?

  6. Nerdo Avatar
    Nerdo

    How limited if at all did you feel by the NWoD System? Did you feel like it has aged well enough? Do you think you would have made use of the God Machine Chronicle revisions if it had been possible?

  7. Jim Burdo Avatar
    Jim Burdo

    The Diehard Gamer review that I saw of Mummy: the Curse suggested that because of the Storyteller will need to have some control over the characters and the need for a good ST to keep the players from feeling railroaded, it would be limited to a niche audience. The reviewer liked it, but didn’t think he would run it for a group of strangers at a con. Do you think Mummy is too esoteric for most players?

  8. Jessica Avatar
    Jessica

    I feel like Mummy is one of the games that lends itself most to historical games. I did one myself set in the 1200s AD to try out the system in a 3-session game – and really enjoyed it – but I found myself having to turn to Requiem for Rome and homebrew to kind of fill out some era-appropriate merits and skill trade-outs. Are there any plans for Mummy to maybe take a look at Dark Age (or ancient Egyptian!) mechanical bits that we could graft on for more flavorful period games?

  9. Jessica Purdy Avatar
    Jessica Purdy

    I feel like Mummy is one of the games that lends itself most to historical games. I did one myself set in the 1200s AD to try out the system in a 3-session game – and really enjoyed it – but I found myself having to turn to Requiem for Rome and homebrew to kind of fill out some era-appropriate merits and skill trade-outs. Are there any plans for Mummy to maybe take a look at Dark Age (or ancient Egyptian!) mechanical bits that we could graft on for more flavorful period games?

    Loved the game.

  10. Mark H Avatar
    Mark H

    Was Apotheosis and the shadowy role of the Heretic always intended to be such elusive and ambiguous aspects of Mummy: the Curse? It just seems that the promise of release and redemption for the Arisen, like the promise of Golconda in Vampire, dramatically alters the game’s tone, emphasising as it does the cursed nature of the Arisen’s current condition.
    From the perspective of Apotheosis, the tasks and duties of the Arisen appear more like a form of enslavement, a ‘curse’ as it were.
    As someone interested in this redemptive aspect of Mummy: the Curse, I was wondering whether future supplements might explore this theme in further detail, such as in the highly anticipated Dreams of Avarice?

  11. Mark H Avatar
    Mark H

    Was Apotheosis and the shadowy role of the Heretic always intended to be such elusive and ambiguous aspects of Mummy: the Curse? It just seems that the promise of release and redemption for the Arisen, like the promise of Golconda in Vampire, dramatically alters the game’s tone, emphasising as it does the cursed nature of the Arisen’s current condition.
    From the perspective of Apotheosis, the tasks and duties of the Arisen appear more like enslavement, or ‘curse.’
    As someone interested in this redemptive aspect of Mummy: the Curse, I was wondering whether future supplements might explore this theme in further detail, such as in the highly anticipated Dreams of Avarice?

  12. Uxas Avatar

    Is there any relationship among the Duat and the Underworld?

  13. John Deal Avatar
    John Deal

    Was the work of Egyptologist R.A. Schwaller de Lubicz, whom I have long found fascinating, a major influence on Mummy: The Curse?

  14. Losktih Avatar
    Losktih

    Do like motorcycles? If so, do you own one? If so, what kind is it?
    If none of the above…. then, if you could be any character from a Marvel comic book series, who would you be? And if not Marvel… DC?

    Oh, great job on Mummy, keep up the great work!!
    Also, are there any new antagonists planned to rear their ugly heads in future supplements of the Mummy line?

    Cheers!

  15. PaladinDemo Avatar
    PaladinDemo

    Any possibility of incorporating other kinds of Mummies in future books or is it gonna be restricted to Iremites only?

  16. Bourgeois Nerd Avatar

    In Necropoleis like DC or Rio, where there is enough of an Arisen population to support functioning Guilds, is there more “institutional memory (or Memory)” that can help an individual mummy maintain and build their own through resurrections?

    Why did the Shan’iatu bargain with Ammut in particular for power?

    Does Anput have a particular plan for the Arisen?

  17. KyleR Avatar
    KyleR

    What concept(s) in the game get you excited to the point where you start to become jittery?

  18. The Kings Raven Avatar
    The Kings Raven

    Will the Mummy line ever let the Shan’iatu present their side of the story, why they chose to do what they did in the last days of the nameless empire?

  19. Bourgeois Nerd Avatar

    Will there ever be hints of the God Machine in the Mummy line?

  20. shkspr1048 Avatar
    shkspr1048

    Will we see any information on how the other splats (Werewolf, Vampire, etc.) interacted with the Nameless Empire?

  21. […] weeks ago, we invited you to help us interview Mummy: the Curse developer C.A. Suleiman. Today, we’re happy to present you with Part I of a two-part interview. We had […]