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Introduction
Almost everything that a character may wish to do, can be achieved
through talking to other players. For the exceptions, there are Game
Mechanics. Almost all of these don't require any sort of GM-moderation;
however, the GMs are always available to answer questions, provide clarifications
etc as required.
Contingency envelopes and Ability Cards are widely used
in freeforms, but are nevertheless explained briefly below. In-game
items are represented by Item Cards (and, where possible, some sort
of Physical Representation - a "PhysRep").
Money is dealt with abstractly; we don't worry about petty cash.
Financial resources are important for sponsoring plays, funding
expeditions, and various other uses that might become apparent during
the game.
At the start of the game, a Curfew is in place, by order of
the Lord Chamberlain. Until the suspected outbreak of Plague can be
investigated fully, and then the Curfew lifted, the characters are confined
to the tavern.
Finally, there are some words below on combat, and killing in
general. Given the cramped conditions in the tavern, combat is difficult,
and undetected murder well-nigh impossible.
As ever, if you have any questions, please contact the GMs.
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Contingency Envelopes
Contingency envelopes have a trigger condition on the outside
(eg "open this envelope if you see a blue parrot"). Obviously
enough, please don't open the envelope until the condition has been fulfilled.
The contents of the envelope could be some new information, a new ability
... or just something else to complicate your character's life.
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Abilities
An ability card will typically describe something that the
character can do, but that might be more difficult for the player - "Intimidation",
"Really Jolly Cunning Questioning" etc. The card will describe
the effect, and also the usage ("two uses", "tear up when used" or whatever).
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Items
Items in the game are represented by item cards. In some
cases, there will be a physical prop ("PhysRep") as well. (If you see
a really cool prop without an item card ... it's just a really cool prop,
and has no game existence). You might not be surprised to know that
some items will trigger contingency envelopes (see above).
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Money and Patronage
Money is treated abstractly in "All's Well That Ends". Petty
cash is ignored altogether. For Patronage purposes, there's an
(unspecified) quantity of money that exactly corresponds to what one needs
to sponsor a play, outfit an expedition of discovery, or perform
sundry other activities. Various potential patrons are in the tavern
this evening, as are some would-be recipients of their patronage.
Typically, assume that a patron expects a 10% share of any profits.
In fact, any particular patron & recipient can agree any percentage
they wish. (This won't actually be turned into "in-game money"; it's
merely a yard-stick for negotiation).
Patrons might also impose additional conditions: "ensure your play
shows my family in a good light" or "refrain from attacking Portuguese shipping
while exploring the New World", for instance. Again, these are for
the patron & recipient to agree.
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The Play Contest
The Lord Chamberlain, in his role as Official Censor, is due to receive
submissions of plays for his consideration this evening. If any is
of sufficient merit, he may choose to grant official approval, allowing it
to be staged in public.
Staging such a performance requires a play (a brief plot synopsis
will do), actors, financial backing and official approval. (See any
playwright or the Lord Chamberlain for more details).
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Exploration
The "Final Curtain" is located conveniently close to London
Docks, and is therefore a good place to find explorers and traders. It
also attracts those who see sponsoring voyages of discovery as a route to
riches.
Perhaps inevitably, there are also some sea captains who are not above
engaging in some privateering, or even piracy ... and there are those who
would pay them for such activities.
Sea voyages require a ship, a captain, financial backing and an intention
of "where to go". (See any ship's captain or Lady Harwood for more
details. The outcome of each voyage will be announced during Game Wrap).
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The Curfew
Plague is an ever-present danger in London. While most prevalent
in summer, outbreaks are not unknown even during the winter months - especially
this close to the Docks. If confirmed, all of the local theatres and
markets will be closed; those who can afford to leave London will do so, leaving
the remainder to hope and pray for the best.
The Standing Militia currently controls the streets. Any attempting
to break the Curfew face arrest and imprisonment, at least until morning.
[This effectively takes a player out of the game, and therefore should
be avoided ...]
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Combat and Killing
Elizabethan London is not a safe place. Men, and some women,
are routinely armed, if only with a small dagger. That said, the tavern
is crowded - the odds of finding "a quiet corner, for a spot of murder" are
slim to none.
There are no specific combat mechanics. If you think that violence
is the only option left to your character, please try to speak to a GM first.
You should keep the following in mind:
- Killing another character is hard. There are just too many tavern
patrons in the area - someone might stop you before you can finish the vile
deed. (Hint: killing a character before the last hour of the game is
well-nigh impossible. Don't say we didn't warn you ...).
- In the unlikely event of you succeeding, your best option is to run
fleeing into the streets (and hope to dodge the patrolling soldiers). That
will effectively write you out of the game, so is far from ideal. If
you stay, you're likely to be leapt upon by large numbers of burly NPC patrons
(and possibly some player characters as well). This might not be pleasant
either ...
Note that leaving the tavern while the Curfew is in place will almost
always end your game.
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Further Information
Return to the index page
(This page was last updated on 17-October-2008).
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