FORE-NOTE The official Witch webpage is live! Expected release in Spring 2012! Thanks again everyone!
This page has served its purpose as a central place for brain dumping, we will not be making any further updates to this wiki page.
If you're interested in the development into a finished version you can follow the Pompey Crew Design team on Twitter: @pompeycrewdesig or send us an email to pompeycrewdesign@gmail.com. We would love to hear from you!!
Cheers
--Mr toad 16:11, 7 November 2011 (UTC)
Contents |
This text is designed to be read aloud to teach everyone how to play. But do take the time to ask for questions and clarifications.
It is the year of our Lord 1350 and an unholy plague sweeps across our beloved Britain. Measures have been taken to contain and eliminate it, but still families must surrender their mothers, fathers, sons and daughters to the mass graves.
They say that one in three have been marked for death. But marked by whom? Are the sick being punished for their sins by God? No. This foul curse is the work of the Devil and his wicked agent; the Witch.
The people pray for an answer, and within the great city of London, the source of the vile plague, God may have given it. A woman has been taken prisoner by the Church after confessing the use of Witchcraft to bring the blight upon us.
Three days have passed since then and during this time the heads of the church have been in consultation without rest. Today they emerged and gave their council.
The woman must be taken in a caged cart to the Holy Island of Lindisfarne. Once there, an ancient ritual will be performed to cleanse this land of her and her black plague.
It will take two weeks to reach the site, but as the sun breaks the horizon on the Sabbath then the Witch will face her absolution.
This is the story of that journey.
In this game we will play out a story that will explore the characters as they travel to the Holy Island of Lindisfarne and ultimately decide the fate of a young woman; Elouise. Is she guilty of witchcraft or is she just an innocent victim of a Church desperate to give the people justice? How will the characters’ own secrets and agendas influence the final decision?
Players are responsible for directing their own stories through answering the questions on their character sheets and deciding the fate of Elouise.
Though the story of this journey will be different each time it is played, the journey must be completed. Elouise must arrive at Lindisfarne in Act IV, caged but alive. If she is released or she escapes, then she will be recaptured. If she is attacked then she might be harmed but never killed. The lives of the other characters are not as certain.
There are no resolution mechanics in this game. If a conflict arises between two or more characters it is up to the players to negotiate the outcome. However, like all narration, the outcome should help us explore the characters involved.
Make sure you state exactly what you want. Then be prepared to negotiate and compromise to get a reasonable and interesting conclusion.
If through negation you still can’t reach a decision then throw it out to the table.
The Alarm is there to ensure no one adds to the story with weak or innappropriate narration. Any player can call the Alarm at any time.
When the Alarm is called normal play is temporarily stopped so the players can discuss the fiction itself. This might mean narration that is offensive or out-of-tone. It might be confusing. Or it could contradict with facts already established in the fiction.
During the break, all players can quickly discuss the narration and see if it needs to be tweaked to fit in with the game, or reworked completely, or left to stand as it is. The story can continue once everyone is satisfied.
The Guide is there to make sure if someone feels at a loss or confused then they can ask for help. Any player can call for the Guide at any time.
This could be clear up some confusion about the fiction or the rules. Or to give ideas on how to start a scene or what to do in a scene.
The story can continue as soon as the player who asked for the Guide is ready to.
If you frame a scene then your own character must be in it. Use your scenes to explore your character's questions, to present and challenge their views and to achieve any goals they have.
You can also use scenes to do the same for other characters. Explore their questions, challenge or reinforce their views and either help or stop them achieving their goals. Don't be afraid to challenge other characters! Put them in tough situations with either your character or minor characters.
Ideas for scenes can also come from the routines on the road such as riding with the cage, on watch at night, rest breaks, scouting ahead and so on. Or ideas can come from elements from foreshadow scenes and the scene ideas on your character's sheet. Scenes can follow on from each other, or time can pass between them. For example, a secret rendez-vous between two characters at a camp break.
When framing a scene pick which characters you would like involved; meaning both player characters and any minor characters. Although a player can play more than one character if they need to, don't do this unless every player at the table already has a role. Scenes with just two characters quietly talking are fine, as are scenes with everyone around the cage facing off with minor characters.
Describe the situation the characters are in. Not just how it looks, but how it sounds, smells and feels. When you've established the situation, set it into motion by describing what a character is doing in it, and then allow players to react and progress from there.
When you feel a scene has served its purpose, draw it to a close.
Most of the time, players will be included in a scene by the scene's framer, but feel free to join a scene if it seems reasonable. You will either be playing your own character or a minor character.
Describe your character's appearance, speech and actions, taking care to show their thoughts and feelings too. Actively show your character's traits and beliefs in play. If you feel able to, act the role to portray your character through your voice and gestures.
Even if something is hidden from the other characters, you can still describe it for the benefit of the players. This is with the possible exception of Elouise; who will remain at least partly mysterious until the end of the game.
Take the opportunity to explore your character's questions if you can, but especially help the scene framer explore their character's questions by interacting with them. This might be talking, fighting, teaching, intimidating, lying, guiding, chastising, pleading or anything else.
A troubled young woman. Has confessed to Witchcraft and causing the black plague.
Traits
Questions
Scene Idea's
Playing Elouise
As Elouise you have a slightly different role to everyone else. Your fate is central to the story but it might seem as though you are powerless in deciding it, but this shouldn't be the case. Particularly when framing scenes, you can still influence things and gain the upper hand. Here are a few tips:
A priest in service to the Church.
Traits
Questions
Scene Ideas
A knight and a deserter from the Crusades.
Traits
Questions
Scene Ideas
A young squire in the service of Sir Hayden.
Traits
Questions
Scene Ideas
An old and just knight, untested in battle.
Traits
Questions
Scene Ideas
A guide of dubious character.
Traits
Questions
Scene Ideas
Before you start you must decide which character each person will play. This can be done by any method, but perhaps you should offer Elouise to the player who you think will portray her best. Then, one by one, list the Traits of the other characters and place their character sheet in the middle of table to be chosen freely.
Once everyone has chosen a character then each, except Elouise's player, must narrate a short introduction scene. Describe your character in a typical or revealing situation. Give a brief physical description and a small insight into their personality by telling us how they act in that situation.
This scene can be any situation, before the plague? Before the journey? Sure! As long as it gives the other players some indication of your characters appearance and a little about who they are. The scene is narrated entirely by the owning player but others are free to chip in colour.
Use the scene ideas on your character sheet for inspiration.
In lieu of an Introduction Scene, you must must decide before Act One if you are guilty or innocent of the crimes of Witchcraft and if you are responsible for the black plague. This is done in secret and is known only to you until the game's Epilogue. Write your plea on a piece of paper and place it somewhere in the middle of the table where it will be hidden and undisturbed, such as under a cup.
That's one decision by the way. If you are guilty of being a witch you are guilty of causing the plague. They are one and the same thing.
Please note, you (the player) have made the decision if Elouise is or is not guilty, however Elouise herself (your character) might not know. She may believe she is innocent when in fact she is guilty, or she may have convinced herself of her crimes even though she is actually innocent. Or she may have full knowledge of her guilt or innocence. The choice is yours but please ensure that only you know the full truth.
Find the Journey track and lay in out flat on the table. Place a marker at scene I. After each scene has ended move the marker along the track to the next scene. You may now begin...
Before Continuing...
Hayden's player reads the following passage
The wooden cart groans under the weight of the large iron cage it carries as it bounces over the cobbled stone streets. The full moon sits in the sky casting its light across the filth strewn streets as the rats dash heedlessly from the path of the oncoming group of cloaked quiet figures accompanying the wagon. Elousie sits quietly in the middle of the cage her eyes never leaving the companions to gaze at the piled bodies outside each house.
A few dark figures are seen within the alleyways always careful to hide their faces.
A small gathering from the church watch the slow departure of the group as they make their way toward the large wooden gates and the city exit.
Before Continuing...
Before Continuing...
Ham's player reads the following passage
The trail leads through the dark forest path. Overgrown roots threaten to burst from the ground and ensnare the unwary traveler. The black twisted branches lean into the path giving a feeling of claustrophobia.
An ancient earthy smell mixes in with a sweeter cloying scent which sticks at the back of the throat. Torches sputter and fight to stay alight against a chilling breeze which sends leaves swirling across the path.
Hangman's wood a place known to harbour fugitives, ferocious animals and quite possible the spirits of the criminals whose lives gave the wood its name.
A stomach churning howl breaks the silence. This is not a place to be without a guide.
Before Continuing...
Before Continuing...
Kaymen reads the following passage
The stoney path runs along the cliff edge, lose stones slip and tumble toward the turbulent ocean below. Rain lashes down almost horizontally and stings against any uncovered skin.
The waves crash against the cliff face in a chaotic beat almost willing for the companions to take a wrong step and then hungrily swallow them whole.
The companions are silent, deep in their own thoughts as the journeys end grows ever closer. Are they doing the right thing? Is this small girl capable of causing such pain? Is she the witch and does she deserve the fate that awaits her?
Who do each of you trust and will you be able to stand trial in front of the almighty with your head high and beliefs intact when your time comes?
Before Continuing...
Before Continuing...
Berrick reads the following passage
Sunday morning, the sun breaks the horizon casting its heat and glow across the land. The journey's end is in sight. A rarely used path leads down towards the coast and towards our destination.
Lindisfarne, also known as 'the Holy Island', is off the North East coast of England where St. Aidan founded a great monastery. It can only be reached by a causeway at low tide.
Before Continuing...
This is one scene where each player’s character is present, if possible. Elouise is present and may be described, but she is bound and gagged and may no longer speak or move unless she is released.
Read the following passages in order. If the player who is currently reading wishes to stop Elouise from burning they may stop reading and do something else. The scene will then continue as normal, with the characters involved facing the consequences.
Elouise might still burn if someone makes it happen.
As the sun breaks the horizon on the Sabbath, I read the Witch her Last Rites. The gathered monks join me in prayer, and we denounce her. "We shall not suffer the witch to live". Again and again. Though it means her death.
I carry the Witch to the pyre. Hard-faced guardsmen stand back, for fear of her curses, but I did not waver. Though it means her death.
I bound the Witch with sturdy ropes, around her ankles and her arms and her body. I made sure to tie her securely, or else they might loosen as she burns. Though it means her death.
I had helped build the pyre that morning. We used fresh dry timber dashed with oil and I had laboured hard to pile the wood so that the flames would burn long and fierce. Though it means her death.
I dig out the flint and tinder from my pack, the same one I had used to keep us warm through out this journey. My hand shakes and the others look on as I try to create a spark. On the third attempt I succeed. Though it means her death.
I choke and suffer on the smoke long before I feel the flames. Then the heat rises in waves of agony that makes the faces of my murderers shimmer in the haze. They each do nothing. My last breath catches and fails. My scream is a guttering flame. Though it means my death.
After this scene is over and Elouise is either burned or free, then Elouise's player reveals her initial plea; Innocent or Guilty.
Before Continuing...
Have you ever watched a film or read a book where you thought, 'that could have been awesome if only...' Well for me that's what Witch - The road to Lindisfarne is. It was born of an idea that could have been so much better. But I'm not that arrogant to think my idea is the best idea so I'm blessed I can use this hobby of ours to create a story that is truly fantastic. Through collaboration and building on others ideas we can truly create the stories we want to see....keep up the good work!
Without the following people Witch - The road to Lindisfarne would still be a 'what if', an idea never see through without the generous amount of time the following people have given me:
Richard Lacey (Indie Ric) - It's hard to express in words the amount of inspiration, motivation and actual work Ric has put into this game. He has been my co-designer, devil's advocate and biggest supporter from start to finish. I love you man, thank you so much!
Mick Reddick - Truly a giant amongst gamers, this man is responsible for making me believe in myself and the game. And I always know from Mick if something is a bit weak or doesn't quite fit in the game he has plenty of colourful language to let me know. Thanks buddy.
And of course the play testers and their feedback.
Ricard Lacey (Indie Ric), Mick Reddick, Lisa Platt (Ooooshie), Pip, Thor, Ian M, Elaine McCourt, Ness, (PIP's FELLA)
Season of the Witch - Not all souls can be saved.
Montsegur 1244 - A story game about burning for your belief.
Please send feedback via PM on the UKRoleplayers Forum to Mr Toad...Thanks and have fun.
Toad
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