Witch

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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

How to Use this Text

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.

Introduction

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.

To Do's

  • Update PDF with latest changes
  • Print out copies for Indie Con
  • Get JG to do some cool drawings

The Rules

The Goal of the Game

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.

Conflicts

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

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

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.

How to Frame Scenes

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.

How to be in a Scene

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.

Characters

Elouise

A troubled young woman. Has confessed to Witchcraft and causing the black plague.

Traits

  • Troubled
  • Melancholy
  • Dark


Questions

  • Why do you claim you don't remember anything from before you were arrested?
  • Why are you terrified of Armond?
  • What happened to your family?


Scene Idea's

  • Unholy mutterings from a corpse in a hanging cage
  • The screeching of a crow
  • A riderless horse, its eyes wide with terror
  • A child's toy left discarded and covered in mildew
  • Raised voices of an argument


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:

  • Frame scenes with just one other character in them and play on that character's weaknesses.
  • Frame scenes where others are in danger and then through your own actions save them.
  • Frame scenes where you are outside of the cage. Perhaps you escaped, or were allowed out to bathe or relieve yourself, or to hide from danger. Remember though that you will always need to return to the cage.
  • Even if you are playing a silent victim, actively describe being a silent victim. Let the players know.
  • Notice the answers that characters have to their questions and then use that against them.
  • Play characters off against one another. Divide and conquer.
  • They don't necessarily need to believe you're innocent, they could free you for their own interests.
  • Don't shy away from using fear or intimidation. They already fear your power.
  • Don't shy away from using love or sympathy. You are a young woman in a cage, after all.
  • Use other emotional tricks, especially after the confessions in Act III.
  • Offer them something they can't refuse.
  • In Act II you create a foreshadow scene. Use this to increase tension and add threats to the other characters.

Brother Armond

A priest in service to the Church.


Traits

  • Anxious
  • Serious
  • Wary


Questions

  • Why do you doubt that Elouise is a witch?
  • What dark secret does Thorne know about you?
  • Why were you chosen for this mission?


Scene Ideas

  • Crudely made wooden cross planted in the ground
  • A pagan waystone, inscribed with ancient runes
  • The rotten corpse of a woman nailed to a cross.
  • A stone bridge, damaged by flood debris
  • Six Flagellants chanting in unison

(Sir) Thorne

A knight and a deserter from the Crusades.

Traits

  • Intimidating
  • Rational
  • Confident


Questions

  • What order could you not follow in the Crusades?
  • How do you know Elouise prior to this situation?
  • How has the plague caused you to suffer?


Scene Ideas

  • The grinding sound of rusted iron
  • A bloodied dagger stuck into the trunk of a tree
  • An ancient battleground littered with bones
  • A mangy dog, with a human hand in its mouth
  • A woman's scream breaks the silence

Berrick

A young squire in the service of Sir Hayden.

Traits

  • Innocent
  • Optimistic
  • Sensitive

Questions

  • Why would you rather follow the orders of Sir Thorne over Sir Hayden?
  • How did your younger sister die?
  • Which of your companions can you trust the most?


Scene Ideas

  • The crescent of the waning moon
  • A beggar dressed in expensive but soiled clothes
  • A group of wanderers afflicted by the plague
  • A pouch hits the ground spilling coins everywhere
  • The whispering rustle of leaves

Sir Hayden

An old and just knight, untested in battle.

Traits

  • Staunch
  • Grave
  • Firm

Questions

  • Why do you despise Sir Thorne?
  • Why are you unable to sleep at night?
  • Why do you cover your left hand?

Scene Ideas

  • A black and bloated corpse riddled with the plague
  • The biting north wind
  • A weary knight returning from the Crusades
  • A young girl stares silently as you pass
  • A drunken peasant empties his stomach on the path

Ham

A guide of dubious character.

Traits

  • Twitchy
  • Greedy
  • Coward

Questions

  • Who is paying you to lead your companions?
  • Who makes you want to be a better person?
  • What offer would it take to betray your companions?

Scene Ideas

  • A wagon upturned in a stagnant pool
  • A fox stops and studies you unafraid
  • A murmuring peat bog
  • A lively Inn spilling light and music onto the road
  • An old wooden bridge spanning a deep canyon

Preparing for the Journey

Assign Characters

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.

Introduction Scenes

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.

If you are Elouise's player

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.

The Journey Track

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...

The Journey

Act I

Before Continuing...

  • Have you chosen characters?
  • Has Elouise made her plea (in secret) and secured it in the middle of the table?
  • Has everyone, except Elouise, introduced their character?

London

  • The tone for this Act is Hopeful

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...

  • Each player now takes it in turn to frame scenes regarding the start of the journey. It is their choice of location and who is present. It is for that player to assign NPC's roles as they see fit as long as everyone has a character before they are given a second.
  • The first player to frame a scene is the one who controls Elouise and then follow a clockwise direction until it is back to the first player.
  • Armond's player is then allowed to frame one more scene. This scene should contain none of the main characters, but can include any minor characters as needed. This scene is meant to add color and foreshadow events to come.

Act II

Before Continuing...

  • Did each player have the opportunity to frame a scene in the last act?
  • Did Armond's player frame a foreshadow scene?


Hangman's Wood

  • The tone for this Act is Threatening

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...

  • Elouise's player frames a scene. This scene should contain none of the main characters, but can include any minor characters as needed. This scene is meant to add color and foreshadow events to come.
  • Each player, starting with the player on Elouise's left, takes it in turn to frame scenes within Act II. The scene framer describes the location and who is present, including any minor character roles.
  • Immediately following Elouise's last scene grab a 10 - 15 minute break, you've earned it.


Act III

Before Continuing...

  • Did each player have the opportunity to frame a scene in the last act?


Cliff Top Pass

  • The tone for this Act is Turmultuous

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...

  • Each player, excluding Elouise, now takes it in turn to make a confession from before the journey. This confession should include a moment where they have had to make a tough decision and include the consequences of that decision. Use the questions on your character sheet for inspiration.
  • Each player, Starting from Elouise and then working counter clockwise, should now frame a scene within the current act.


Act IV

Before Continuing...

  • Did each player, excluding Elouise, make a confession in the last act?
  • Did each player have the opportunity to frame a scene in the last act?
  • This is your last chance to answer your questions in play. If you have any left drive towards answering those questions.

Lindisfarne

  • The tone for this Act is Decisive

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...

  • Each player starting from Berrick adds a detail about Lindisfarne. What does it look like? What is the atmosphere like around this holy place? Are there signs of previous visits?
  • Starting from Elouise each player now frames a scene driving toward answering any questions they have outstanding and ultimately toward the companions final decision on Elouise's fate.
  • For the first time Elouise's player has her introduction scene and describes what her character looks like.

The Absolution

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.

  • Armond's player reads this, unless they wish to stop

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.

  • Thorne's player reads this, unless they wish to stop

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.

  • Hayden's player reads this, unless they wish to stop

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.

  • Berrick's player reads this, unless they wish to stop

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.

  • Ham's player reads this, unless they wish to stop

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.

  • Elouise’s player reads this, and may not stop

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.

Epilogue

Before Continuing...

  • Has Elouise's fate been revealed?
  • Has Elouise's guilt or innocence been revealed?
  • Each player starting from the player to Elouise's right (working counter-clockwise) now epilogues their characters story. If the companions correctly identified Elouise's guilt or innocence the epilogue scene should focus on a positive outcome for the character. If however they failed, Elouise's player is able to add to everyone's epilogue scene in a negative way.
  • Elouise is also allowed an epilogue scene even though she may not be present herself.
  • Has everyone had an epilogue scene?
  • The game and resulting story is now over, thanks for playing.

Appendix

Notes

Authors note (or the bit you can ignore)

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!

Thanks

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.

Play Testers

Ricard Lacey (Indie Ric), Mick Reddick, Lisa Platt (Ooooshie), Pip, Thor, Ian M, Elaine McCourt, Ness, (PIP's FELLA)

Inspirations

Season of the Witch - Not all souls can be saved.

Montsegur 1244 - A story game about burning for your belief.

Love in the Time of Seid


Feedback

Please send feedback via PM on the UKRoleplayers Forum to Mr Toad...Thanks and have fun.

Toad