Hidden Selves is a long-term, open-ended fantasy role-playing campaign. I plan to have 6-8 players divided into two teams. Though there will be interaction between the teams, sometimes cooperative but often adversarial, initially they will remain separate. I'm hoping to run game sessions approximately two out every three weeks, so each team will play every three weeks.
Hidden Selves will be based very loosely upon the White Wolf game Mage: the Ascension. In addition, I'll be throwing in elements of Immortal and various Illuminati-style games. However, I will be radically changing much of the background material. Players are free to read any printed Mage supplements as long as they realize that much of the information therein will be actively misleading.
The theme of the game will be one of conspiracy, deceit, and misinformation, with strong overtones of mysticism and mythology. Characters will exist in a world in which multiple layers of falsehood conceal the truth and even the characters' own backgrounds and memories. Many of the plots and scenarios will involve a concurrent process of conspiracy-unravelling and self-discovery. Obviously there will be a large paranoia factor to the game and times when the player characters are caught up in much larger schemes, but players will be able to influence events and eventually, with hard work and a little luck, penetrate the mysteries which surround them. Inter-player rivalries within the teams will not be a major factor; characters within each team will generally be able to trust and support one another.
The game mechanics used will be of my own invention, though distantly based on the character and magic systems in Mage. Except for the process of character development, all mechanics will be transparent to the players: no dice, no tables, just tell me what you're going to do and I'll tell you what happens. There will be a rather unique system for handling the fact that player characters may have skills and knowledge unknown to the character himself!