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136 pages, paperback
First published January 1, 2005
Long ago, the people were dying at the end of the world...Long ago, before recorded history, in an unchanging time before the concept of history itself, the people lived in a glorious city in the far north of the world. Under the endless night sky, they sang the ancient songs, and danced the ancient dances, and drank wine distilled from ice as they debated philosophy and recited poetry and watched the movements of the stars. Their king was the wisest and most fair of men, and their queen was the kindest and most fair of women, and their knowledge and compassion kept the people on the right course for longer than any could remember.
And so it was...Polaris is one of those games I've known about seemingly forever, since I started really paying attention to RPGs that weren't either D&D or White Wolf, and I've wanted to play it for about that long. It's theatricality appeals to the goth kid in me--the sitting in a circle around a candle, looking into each other's eyes, and all reciting the key phrases. I've even heard of hacks that take the game in directions I'd love to go, like playing courtiers in Carcosa in the days just after the Stranger in the Pallid Mask arrives or playing warriors in service to Queen Serenity fighting against the Dark Kingdom. Anything that's elegiac in tone, hearkening back to a lost age of glory now gone forever but whose fading remnants the PCs will fight and die to defend, is a good setting for a game of Polaris.
And furthermore...The basic structure involves four players, each of whom plays a Stellar Knight who fights for the remnants of the people against the mistaken, demons that arrived with the first rising of the sun. Their quest is necessary, as the demons arrive every spring and fight fiercely until autumn, but the people mostly do not believe. They think the demons are a myth, or not so great a threat as the knights claim, or that they will break on the walls of the remnants of their ancient city, and many of them ignore the knights or mock them as they play strange and unpleasant melodies inspired by the sun.
You ask far too much.The game is divided into scenes focusing on one knight at a time. Each of the four players takes a specific roll, as follows:
It was not meant to be.Knights begin each game filled with Zeal for their cause, but it gradually goes down as they suffer setbacks and confront the sorrows of the world. When it reaches zero, they have an encounter with the Solaris Knight or the Ice Maiden, legendary members of the people who later turned traitor, and their fate is revealed to them--every knight will eventually, inescapably, betray the people. This replaces their Zeal with Weariness, which climbs as they face further misfortune until finally it reaches its zenith and the knight falls to the Mistake. Unless they manage to negotiate their death beforehand.
And that was how it happened.Most of Polaris is discussion and negotiating over what would make a satisfying and dramatic story. The clearly-defined roles make it easier for conflict to arise, since the Mistaken is supposed to be trying as hard as they can to ruin the Heart, but mediated through the key phrases, and the fact that everyone gets the chance to play each roll (hopefully) prevents it from becoming personal. Plus, everyone knows going in that it's a tragedy. There are no happy endings, only degrees of catharsis.
But that all happened long ago, and now there are none who remember it.