Wednesday, June 29, 2011

The Anarchy Burner - Almost Completed Version

The Anarchy Burner
'Tis the year of our lord, 1135. King Henry the First, The King of England, The Ruler of Normandy has passed. His only heir is dead, before King Henry died he had his barons swear to support his daughter, Empress Maude (widow of Emperor Henry the V of the Holy Roman Empire) to be The Lady of the English, Ruler over England.

Upon news of King Henry’s death, his nephew, Stephen of Blois came to London. With him came a legitimate claim to the throne; with the support of barons, and the church he usurped the throne from The Lady. Thus began a civil war, which would last for nineteen winters. This is the Anarchy, a time when Christ and all his Saints slept.

As players, you will be playing nobles from a single house. Before the game, we have the responsibility of fleshing out your houses fief and your character’s relationships with England's various people. While we stock the fires of Anarchy, remember, this game is not about recreating history but about playing in it’s spirit. The game is historical fiction. We use history to provide the context, and the focus; upon which a theme will emerge. Our shared fiction does not have to be bound by the demands of historical accuracy, we can and will change the details to add a dramatic twists and to better suit our story’s needs.

This is a game of tragedy. The tragedy of choice; between one’s personal needs, the needs of kin, the needs of community, and the needs of society. The consequences of your decisions is what will drive the game. Together, we will setup the fuel and the spark, and in play we will watch it smolder, burn to the ground. Leaving nothing but the ashes of the past behind.

Summary of Setup
- Openly talk about ideas, follow the questions, answer and discuss. Build a character concept out of the questions, or say your concept and work with the questions. Remember, this is our story. But also keep in mind, we are playing within a situation and a setting. In that regard, think of the GM as a guide. Who will keep you within the framework.

- The Nail That Sticks Up Is Hammered Down. As a group we must reach consensus, however sometimes one person is not in agreement. The polite thing to do is, modify your desires and bend to the will of the group. I exaggerate, just speak out on why it feels badwrongfun to you. Hell its probably just a miscommunication on my part anyhow.

- No secrets between players, but keep them between characters. Burning Wheel lends an authorial authority to players. We are all creating a story after all.

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