You have, at many a masquerade and society dinner, inquired of me how I come to know all of the intriguing tales I share at such events.
And though many a time I have demured, your pleading, dear heart, most delicious of friends, has won me over at last; so I now impart to you one last marvelous tale before I leave to sail the still waters of the Unterzee.
There is, you see, a tavern in Spite–once a true hive of scum and villainy, but much civilized after it received the attention of certain of the aristocracy, and now reserved almost exclusively for young noblemen who wish to go slumming without actually facing the vulgarity and discomfort of a genuine slum.
And in this tavern there meets, once a week, a group of young nobles–men, women, persons indeterminate, and occasionally even the better sort of servant or a genuinely polite (and well-heeled) Surfacer or Rubbery Man. They call themselves the Young Blood’s Adventuring Society, and they gather to share tales–entirely true tales, sirrah, and let any who says otherwise draw steel and defend his villainous insinuation–they gather to share tales of their exploits upon the Surface of the Earth, during their departures from the Neath.
Of course, I can say to you with confidence that these ‘genuinely genuine stories of adventure’ are a pack of lies: fictions, fabularities and fantasies, but immensely entertaining ones; entertaining enough, it has appeared, to make me the talk of more salons than perhaps, given my chequered past, is to my benefit.
I am even now seeking to establish a reputation in London sufficient that I might convince certain parties that I ought to be allowed a ship of my own; perhaps during my impending absence certain wicked rumours and calumnies about my honourable self shall become, so to speak, old news.
I hope I shall see you again upon my return, dearest of the dear and most delectable of the delicious, but only time will tell.
Yrs truly,
-Jack Vaux-Harrowden
[quote=Out-of-character: What even is going on here, anyway? (Please do read this)]
My fellow Fallen Londoners, I propose a game. And I propose it in an awkward quote format because it appears we don’t yet have [spoiler] tags or any other ability to set aside, and preferably hide, text.
The game I propose is my own variation on an RPG called The Extraordinary Adventures of Baron Munchausen–it’s a fantastic system, but ill-suited to play-by-post, as the core mechanics focus on the ability to interrupt other players as they speak. I think it’d be fantastic for these forums, though–fellow Echo Bazaar players seem like a perfect group for this system, and I think the fact that our young noblemen have never actually seen the surface would add a new dimension to the game. The standard Munchausen tales take place in darkest Africa, furthest Nippon and exotic India, but there’s no distinction to a Fallen Londoner between distant Prussia (where the military keeps strict control, on pain of death, of all the nation’s horses, they being difficult to acquire in that snow-choked landscape) and savage, exotic Philadelphia (the City of Brotherly Love, so called for the scandalous liaisons so famous in their royal family, the Penn-Sylle branch of the Tudors).
For those not familiar with the game, I’ll explain; for those who know it, please do at least skim this section, as the rules I propose (which you are welcome to comment on, and which I will be happy to amend between play cycles) are rather different from the ones in the actual book.
So: you will be roleplaying as a member of the Young Blood’s Adventuring Society, or as one of their occasional guests–maybe even one who has actually seen the surface. If you’re not one of the first let’s say five to post, then you’ll need to describe your character’s arrival in our tavern and subsequent joining of the tale-telling. Not because there’s anything wrong with you, just because I don’t know how many people will even be interested and we can’t have too many people who were absolutely there all along before it strains belief, and the gathering in the tavern isn’t the part that’s supposed to cause such strain.
You’ll arrive at the table with a purse of seven ‘Echoes’–abstract points out-of-character, cold hard cash in-character–which are used during the round of questions, comments, and corrections that follow a tale. (I considered using social actions–boxed cats, sparring bouts, and all the rest–as currency, but I had no idea how we’d settle an exchange rate, so I went with abstract points; if you want to bargain with your fellow players to swap those points for promises of socialization, then go right ahead.)
One person at a time, beginning with myself because I’m the first to post, will take it upon themselves to share a tale of one occasion on which they ventured to the Surface. They’re welcome to be as detailed or vague, as brief or as long-winded as they like, bearing in mind of course that they’re writing for an audience with the goal of impressing them.
Once the tale is posted, the rest of the players have the opportunity to react in character, offer comments, sarcasm, or witticisms, and to make two kinds of game action: wagers and objections. Both of these kinds of action can spawn a sub-story–requiring the storyteller to go back and amend their tale, filling in details or making corrections. I won’t say wagers and objections to a sub-story are outright banned, but please try to keep that sort of thing reasonable; the tale has to end eventually, and the storyteller’s throat could get very dry indeed.
A wager is when a player wants to hear more of the story spun out, and so picks a place in the tale where details were glossed over and offers up a stake of one or more Echoes to ask for an explanation. For example: ‘Dear Baron, you skipped over sailing from Lesotho to Russia entirely, but I’d wager five Echoes there was a stowaway…’ The storyteller may then accept the wager, add the stake to their purse, and tell a sub-story detailing the events described in the wager.
An objection is when the veracity of the storyteller is called into question. The objecting player offers up a stake of one (and only one) Echo, and challenges a fact mentioned in the story, demanding an explanation. The storyteller now has two options: add the stake to their purse, accept the challenge (and any abuse that was attached to it) and correct themselves, or add an Echo of their own to the stake, rebutting the challenge. The challenger may then add the stake to their purse, backing down (and accepting any abuse the storyteller cared to offer) or hold their own, adding another Echo to the stake. The betting continues thus until one party backs down and accepts the money, whether because they’re tired of the argument or because they ran out of Echoes and can’t add another to the stake. This has the potential to drag on for a long time and bog the whole game down, so please do exercise good judgment; if it gets to be a problem, we can settle on harsher limits.
In addition to the round of questions at the end of a given tale, a storyteller who’s running out of money, ideas, or both (or who simply finds it appealing) can take a dramatic pause–post their tale incomplete, and accept wagers and objections as it stands before picking the thread up again.
Once twenty-four hours have passed without a wager or objection, the tale draws to a close and the next storyteller (that is, whoever is first to post the next story) takes their turn. No storyteller can take more than one turn in the spotlight in a single play cycle.
After forty-eight hours pass without a story being told, the play cycle is over. Each player then has twenty-four hours to cast their vote for whoever they felt told the best story. When you vote for a player, your purse is emptied, becoming that players’ bounty. Bounty is not added to the receiving players’ purse. You cannot vote for yourself–it’d be extremely poor form anyhow. Once all the votes are cast, the player with the greatest bounty is the winner of that play cycle, all purses revert to seven Echoes, and the game begins anew as soon as someone posts a story. Bounty will serve as a sort of running score throughout the game and across play cycles, but only the bounty gained in a given play cycle counts to win that cycle.
Quick disclaimer: I’m nominally in charge by virtue of posting the rules and starting the thread, but I claim no actual authority. Again, this post has turned into 3 AM Theatre, so it’s probable someone will have a better idea for the rules. I’ll just go by votes; I’ll only make the call myself in case of a tie, or if no third party has yet commented on the suggested changes.[/quote]
edited by Jack Vaux-Harrowden on 12/27/2011
edited by Jack Vaux-Harrowden on 12/28/2011