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Shakesplatter 16k - Gamechef 2011
Shakesplatter 16k - Gamechef 2011
by Dev Purkayastha
This game is an exercise that lets us tweak the traditional formula of the
Bard's plays. In this fashion, we can better explore: what is the essence of
Shakespearean Drama?
Table of Contents:
1. Play On! (Getting started.)
2. What is the measure of a man? (Love, Blood, & Rhetoric.)
3. Blood is Compulsory. (When violence intrudes.)
4. Setting the Stage. (How scenes work.)
5.For the Director Only: Preparing for Play
6.For the Guests Only: Preparing for Play
Rasputin: the Psionicist
Cosette: the Revolutionary
Harker: the Vampire
Cromwell: the Warlord
Myrlyn: the Battlemage
Giovanni: the Don
7.Authors Notes
1. Play On!
This game is for 2-7 players. One of these is the DIRECTOR, who sets the stage for the
events that the players will share while controlling the other characters in the play (the
CAST). The others are the GUESTS, representing new characters that will add a bit of
unpredictability to the proceedings. When we address CHARACTERS, we include both
the Cast and the Guests.
QUEEN TITANIA: You shall not take our our love or rhetoric
unless you first take our blood! Blood is compulsory.
That is: all characters are defined by their abilities in love, blood and rhetoric. You
define these by a die size: d4, d6 or d8.
* Love reflects the ability to use lies and lust to manipulate others.
* Blood reflects the willingness to do harm to others to achieve your goals.
* Rhetoric reflects the use of reason and charisma to persuade others.
Secondly: When a character - either Guest or Cast - is attempting an action along these
lines, the assumption is that they are unopposed by any other character, and succeed in
the attempt.
Thirdly: If two characters do oppose each other, they both roll their relevant dice against
each other. The player with the higher result gets their way; a tied result that both
results happen. (The Director has the freedom to explain how to contradictory events
may both happen.)
3. Blood is Compulsory.
When someone makes a successful attempt to hurt someone else - usually through the
use of "Blood" tactics - the results are often fatal. A character who is hurt is now dying,
and must immediately make a SURVIVAL ROLL to stay alive: they must roll a d20
and have a result that is 10 or higher. (Note that most guest have a bonus to this roll.)
If the character fails in this roll, they die immediately. If they succeed, they stay alive
a little while longer, but are still dying: they must make another roll every time they
speak, move, or take any other kind of action; they die immediately as soon as they fail a
survival roll.
If a dying character survives until the end of the scene, they recover to full health.
4. Setting the Stage.
Gameplay is a series of scenes. The Director first establishes the scene, detailing:
A scene begins in "freeform" mode, where the Director begins to read through the
dialogue of the play, moving the cast around the stage appropriately. (While in freeform
mode, the Director will remain mostly faithful to the original scene, but has the freedom
to tweak or skip a dialogue to keep things interesting or to mention previous events.)
Guests may enter a scene at any time, describing how they enter the stage. Once the first
guest enters a scene, the scene enters "structured" mode, in which turns happen in a
strict turn order based on INITIATIVE. Each guest rolls a d20 to determine their
initiative rating for the scene. Characters take their turns from highest initiative to
lowest; the Cast as a whole has an initiative rating of 0.
Actions must fit into the categories of Love, Blood and Rhetoric. Actions include the use
of character powers, where a power has an active component. You may take only one
action per turn unless otherwise specified.
The Director may decide when a scene ends, and begin to establish another. At any
point, she may decide that the upcoming scene is the Final Scene, after which the game
ends.
5. FOR THE DIRECTOR ONLY:
PREPARING FOR PLAY
Before you play starts: pick your favorite play, and find some appropriate miniatures
and tiles so that you can set the stage. Select some of your favorite scenes. What scenes
are you favorite to see on stage? Which characters do you feel most deserve a second
chance? Which plots would you most like to see altered by your guests?
Take 15 minutes to think about the kinds of alternate plots, love triangles,
reconciliations and dealings you'd most like to see. (But don't decide what will actually
happen just yet. That's for the players to find out!)
Once the play starts: begin by reading from the original text of the play, but feel free
to make your own interpretations as the guests change things. What do the characters
truly want, and what will they do to get it? Think about this, and represent their wants
honestly.
If you are rolling dice to take an action or oppose a guest: most of the cast will roll a d4
for all actions. If a cast member is exceptional in one of the three categories - Love,
Bloody and Rhetoric - they may instead roll a d6. This will give them a decisive
advantage as they seek out their goals and push back against the whims of the guests!
Finally: once per scene, you have a special ability to influence the proceedings:
The Globe: when you imagine that the will of the audience - or
the bard himself! - would oppose the actions of the Guests, you
may instead roll the Globe (the d20) against them. You may only
do this once per scene.
Red, the Blood of Angry Men: When you successfully hurt a character that belongs
to a regal or ruling class, make a Rhetoric roll against a character in the scene that
belongs to a lower class. On a success, they have been converted to your cause, and will
act independetly to aid you.
Claw/Claw/Bite: If you succeed in a Blood attack, you may move and make a second
attack. If this second attack hits, you may move and make a third attack.
QUESTS: When you accomplish one of these, you may gain another power.
QUESTS: When you accomplish one of these, you may gain another power.
Exile a monarch.
MYRLYN: the Battlemage
Love: d4. "The winds of the heart have felled many a noble soul."
Blood: d10. "I wield Excalibur, splattered with the blood of a noble king."
Rhetoric: d8. "Only a strong will can wield the arcane forces.
QUESTS: When you accomplish one of these, you may gain another power.
Commendatore: You summon the Commendatore from the depths of hell, and you
are now dying. As long as you remain alive, the he will be present and will fulfill your
commands (rolling a d20 for any actions). You may also make a Rhetoric roll against the
Commendatore to send him back to hell.
QUESTS: When you accomplish one of these, you may gain another power.
Seduce both members of a married couple - separately, and before either find out.
Image credits:
http://en.wikipedia.org/wiki/Oliver_Cromwell
http://en.wikipedia.org/wiki/Rasputin
http://en.wikipedia.org/wiki/Don_Giovanni
http://en.wikipedia.org/wiki/Cosette
http://en.wikipedia.org/wiki/Merlin
http://en.wikipedia.org/wiki/Vampire
http://en.wikipedia.org/wiki/William_Shakespeare