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January 02, 2006
The Court of the Empress: an RPG
The Empress is an immensely powerful and utterly unchallenged despot over a vast empire. A single word from her can cause a city to be built, and a second word could take all the lives within an entire nation. She lives within a vast palace filled with the wonders received as tribute from every nation under the sun. Thousands live within, spending their lives maintaining the gardens, cooking the delicacies, playing the songs, and guarding the jewels that make her life the most opulent in the world.
The players of this game take on the roles of the Empress herself, and of minor courtiers who seek her out, chancing death to petition her for a favor.
Creating a courtier
To create a courtier, each player needs to choose a name, and a favor that the courtier wishes to beg from the Emperor.
A good name is historical, drawn from nations despotic emperors once ruled, such as France, Persia, Italy, and Turkey, because such names call to mind the court of the Sun King or the intrigues in the Topkapi palace.
Here are some sample names to choose from: Aleksi, Altan, Anton, Arius, Arkadiy, Bazur, Cyrus, Durukan, Eliphas, Erkan, Etienne, Faris, Faroukh, Festus, Fyodor, Gaston, Gregoire, Hardalio, Heydar, Jarireh, Kenan, Kirill, Konstantin, Laurent, Malek, Mehmet, Micon, Muhan, Narses, Nasir, Oleg, Otho, Pascal, Pavel, Piran, Pyotr, Refik, Roland, Rufinus, Saban, Sebastien, Sejanus, Sergei, Thibaut, Uzay, Vanya, Varro, Vincent, Yasin, Zamyad.
The favor you seek should be the sorts of things that petty aristocrats have sought throughout history: an exemption from a particular tax, a favorable marriage for your child, a local monopoly on some good, additional lands or titles, clemency for a relative sentenced to death, a ruling against a rival noble, a position at court, and so on. It's okay, but not mandatory, to choose a favor that is in conflict with another player's favor.
A Round of Play
Opening the Scene
A round of play opens with the player who plays the Empress saying "Let us look upon the Empress's court."
Then, they should set the scene. In third person, she should quickly describe the part of the palace the Empress is holding court. Then she should describe some activity the Empress wishes to do, and what request she will make of her courtiers. This, also, should be no more than a few sentences.
For example, the setting could be the aftermath of an evening picnic in the gardens, and the courtiers could be invited to extemporize poetry and criticize one another's efforts.
At this point, the Empress's player should say, "And now let us hear what may be said." At this point in the round, all the players must speak in-character, and should neither describe action in the third person, nor make any out-of-game commentary to each other.
Introducing the Courtiers
Next, the Empress should say, "Let my servants be brought forth," and then each of the courtiers should introduce themselves, using the formula, "This humble one, name, abases himself before the imperial majesty."
A Cycle of Dialogue
The Empress should select each of the courtiers, one by one, and command some service of him. When the courtier responds, his player should respond with dialogue, and should work any action that might be necessary into the courtier's speech.
For example, suppose the Empress has commanded Jean to demonstrate his skill at arms. The courtier Jean may respond, "Of course, your imperial highness. I see your swordmaster approaching, and ah! -- he is here. Now I take the sword from him and we duel. He is superb, of course, but as you see, we Gascons have a wild daring that the more scientific fencing of the inner Empire cannot predict."
Courtiers may wish to blacken the names of their rivals, to persuade the Empress to order their deaths, and may set the stage for their own request.
If a courtier's words displease her, the Empress may order his execution to settle the matter (see "Death"). If all of the courtiers live long enough to respond once, then the Empress should order the death of the courtier who pleased her least, to winnow their numbers.
Once all of the courtiers have responded once to her commands, and their number has been culled, then each of the survivors's players should get 1 point.
The Empress should then repeat the cycle of giving her courtiers commands and ordering the death of those who displease her, continuing until she has either executed all the courtiers, or a single courtier remains.
The End of a Round
If all of the courtiers have been executed, end the round.
If a single courtier remains, the Empress should then say, "You have not displeased us too greatly. Ask of us what you will, and we may grant it, or we may not." The surviving courtier should then make his case to the Empress.
If the Empress is favorably inclined, then she should say, "To the worthy, we give gifts." And then the survivor should say, "Your generosity outshines the angels, your majesty." The player gets 5 points.
If the Empress is not inclined to grant the request, she should say, "We have graced you with our presence, but no more." The courtier is then exiled to the provinces, but leaves with his life. The player gets 3 points.
If the Empress is displeased, she should order the servitor's execution. (See "Death".)
Additional Rounds
Play at least three rounds with the same Empress, with a new set of courtiers introduce in each round. In between rounds, the restriction on out-of-character discussion is lifted.
Death
The Empress may order the execution of a courtier. To do this, the Empress's player should point an open hand at the offending courtier's player, turn her head away from him, and say, "This one troubles our peace!"
All of the players should fall silent, and the doomed courtier should beg the Empress for mercy. When she has heard enough, she should clench her hand into a fist, and the courtier should fall silent once more.
If his pleadings move her to pity, then she should say, "We are merciful," and lower her hand. The courtier is then gagged, bound hand and foot, and fed to the giant pythons of the Empress's menagerie. The player gets 2 points.
If the courtier's bleating irritated her, then she should say, "Such a fool could only be born of a race of fools!" and lower her hand. Then, not only is the courtier executed, but his entire family is killed and their property ataindered. The player gets 1 point.
Some reasons that the Empress may order the death of a courtier:
- The courtier is insufficiently respectful of her exalted status, and says or describes something that reduces the gap in status between him and her.
- The courtier flatters her too obviously or is otherwise excessively obsequious, in a fashion as makes light of her importance or insults her intelligence.
- The courtier is so busy demonstrating that he is the Empress's servant that he fails to attend to her real needs or desires.
- The courtier's player's voice tone or body language is displeasing to the Empress's player.
- The Empress wishes to make an example of the courtier to impress the other courtiers.
These are merely suggestions: the Empress's player should not over-analyze her reasons for ordering an execution, and should let instinct guide her decisions. It is the duty of the Empress's courtiers to please her, and the duty of the courtiers' players to deduce what the Empress's player may enjoy.
Once a courtier is dead, his or her player should draw up a new courtier, and sit quietly without speaking until the end of the round. This is a particular instance of the general rule against table talk during a round.
Body Language
Here are some tricks of body language and dialogue that can make playing the Empress and the courtiers easier.
The Empress's player should sit up straight, and raise her head and turn it so as to expose her neck. She may also wear sunglasses. When speaking, she should hold her head as still as possible, and should speak slowly and in complete sentences. If she needs to use a filler sound like "er" or "um", then she should stretch out the sound, letting it last a full second or more.
The courtiers' players should lower their heads and slouch in their seats, and place their hands on their stomach. When they need to look at the Empress, they should quickly look up and down, rather than meeting and holding her gaze.
Commentary
This game is intended as a roleplaying exercise, in the same sense that actors use acting exercises to improve their craft. The main skill that this game is intended to develop is the ability to read your fellow players. The courtiers' players should try to nonverbally pick up on what the Empress's player feels to be status-enhancing and pleasing, and play up to that.
I have deliberately equivocated between pleasing the Empress and pleasing the Empress's player in the rules. In this game, roleplaying is used as a distancing device, so that a player can pass judgment on the others in a harsh and peremptory fashion without insulting the other players. (This something that actors should be quite familiar with!)
It's important that the Empress's player pass judgment based on what he or she feels, rather than what he or she thinks is "objectively" in-character. The skill that we want to train is reading the Empress's player's emotional state and body language.
The main influences on this game Keith Johnstone's Impro, which has a master/servant game with a kill awkward servants rule as an improv exercise, and John Tynes's Puppetland, where I got the idea of making all the dialogue in character.
The game is too long. Sections 1-4 should be half their current length. Also, the play cycle needs testing -- there may be a need for some more interplay between the Empress and her courtier, and I need to encourage courtiers to riff off of each others' actions and try to make their favors justifiable based on what happened.
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Tracked on Jan 4, 2006 2:50:47 AM
Comments
Awesome idea, Neel! I totally want to do this, and not just because I want to be the Empress.
Posted by: peaseblossom at Jan 2, 2006 2:46:46 PM
Wow. I think this is my Antimatter Game. Which of course means that I should see if I can give it a try. No flagging, no mechanics, absolute and sanctioned fiat/Drama-by-whim resolution. It's a perfect storm of disaster waiting to happen, as I understand games.
Neat.
I don't suppose that there's any possibility this will get played by anyone, let alone filmed. I drool for the data.
Posted by: Mark Woodhouse at Jan 2, 2006 5:02:00 PM
Mark, could you explain what you mean by no mechanics? Aside from the commentary and the intro blurb, it's pretty much all rules and examples. I'd like to make the rules as clear as possible, and your explanation could help me out.
Also, I do plan on running this game -- the dialogue cycle needs playtesting to verify that it works. If it turns out that you can fit three rounds into a half hour, then we can go around the table and let everyone play the Empress. Also, if Jess & co. run, I'd drool for data too. :)
Posted by: Neel Krishnaswami at Jan 2, 2006 7:40:56 PM
Wow, Neel. That looks fantastic. I want to play it, and I know who with, but I don't think we'll get a chance until this summer.
Posted by: Ginger Stampley at Jan 2, 2006 9:09:19 PM
Neel: Coolness. One thing that comes to mind that this could be the basis of a one-off comic game or even a party game, BUT that this isn't the idea. You could certainly just get a comic kick out of the caprice of the Emperess (and the high body count), but the point of this is also the stretch the players' improv abilities, right?
Posted by: Dev Purkayastha at Jan 2, 2006 9:20:15 PM
While it's an exercise in reading the body language tone, feel, etc. of the Empress, I wonder if it wouldn't play well in as a LiveJournal or BB game (somewhere there are nested discussion, so alas, not here). Then it would be a writing exercise in portraying emotion, feeling, body language, tone, and picking up on them, as well as an opportunity for persuasive writing to shine.
Posted by: Michael at Jan 2, 2006 10:01:03 PM
*Pip*. Neel, I think some text got dropped. I read
"A player should also"
and then it's on to "A Round of Play."
Posted by: Jim Henley at Jan 2, 2006 10:24:46 PM
Sorry, Neel. That should read 'resolution mechanics', and is intended to mean 'no explicit numbers/dice/flags/whatever by which a player can assess their chances of success in a conflict'. It basically puts all resolution in the hands of player social/communication/persuasion skill.
Which is a legit, but really, really ballsy choice.
I think this is a really terrific exercise, but a wretched game (for my local values of 'wretched' and 'game'), if that makes any sense.
Posted by: Mark Woodhouse at Jan 2, 2006 11:33:19 PM
I'm excited. We need more games that play with the power of immersion as a thought out design tool.
Posted by: Chris at Jan 3, 2006 1:45:13 AM
This is neat, but it'd be really hard to play the Empress -- there's just not enough structure for that role. (Similar to the traditional "GM is God" role, of course, which is presumably what you're parodying?) Normally I'd advocate more constraints as a way of making things easier, but obviously that runs directly counter to the idea of the Empress. Maybe the Empress player should write down, oh, three or four preferences pre-game -- not as binding absolutes, but as a tool for focus -- which are then, of course, NOT shown to the courtier players?
Posted by: Sydney Freedberg at Jan 3, 2006 10:40:42 AM
I've done an Underkoffler's Overview on this game.
Just FYI.
http://www.livejournal.com/users/chadu/355315.html
CU
Posted by: Chad Underkoffler at Jan 3, 2006 1:54:42 PM
Chad: thanks for the overview! The lack of female courtier names is intentional. I don't know why it's that way, but when I was writing my intuition was very firm on keeping the Empress female and the courtiers male. If it really bugs you, you can change it, of course. Also, you're right that I should say more about points; the idea is that you can use your points to track how your skills improve over the course of multiple rounds. It's an evaluation mechanism more than anything else.
Sydney, Chad: I get both of you saying "How do I play the Empress?" That's a really good point, but I think I want some actual playtest before I fix that.
Sydney: I'm not actually parodying a GM -- the Empress isn't a GM, and as Mark noted there aren't really any rules for resolution. The ideas is that the Empress and courtiers are masks that the players put on, masks which make it safe for the Empress's player to act imperiously and for the courtiers to act obsequiously.
Mark: yeah, that makes sense. I tend to be of the Jonathan Walton school when it comes to rpgs.
Jim: the sentence fragment you caught was a straggler from an earlier draft, so it's gone now.
Dev: I don't think I've ever played in a game where the players weren't laughing at least some of the time, even in Grim Horror Games(tm). Presumably, if the players follow the rules of this game, they'll be trying to laugh silently, which is even funnier.
Michael: I don't know how well it would work as a writing exercise. You and Ginger are our resident PBEM experts, so your guess is better than mine. :)
I hope I didn't miss anyone!
Posted by: Neel Krishnaswami at Jan 3, 2006 5:17:14 PM
Neel: I'm giving it a go.
Posted by: Michael at Jan 3, 2006 8:44:33 PM
On the PARANOIA development blog (www.costik.com/paranoia) I think I'll ask if some talented citizen might work up a version of this fine game that is set in Alpha Complex.
Posted by: Allen Varney at Jan 4, 2006 1:21:30 AM
Neel, we're underway, and one of the players has a question relating to play.
We started play by "Introducing the Characters", but since we didn't discuss favors prior to the introductions, she doesn't have a way to make or even know if her favor is in conflict with another courtier's.
Since the only courtier who gets to ask the favor is the last survivor, most of the favors die before being asked.
It may affect the game play to have the favors hidden.
What did you have in mind?
Posted by: Michael at Jan 5, 2006 7:24:41 PM
Hm. I had been envisioning that people would be sitting around a table, and in that sort of environment I always gabble on and on about my character, and encourage the other players to do so too. :) So I'd suggest that you tell each other what you're after in the OOC thread.
Also, assuming that the Empress doesn't like out-of-left-field requests, you might want to set the stage in your narrations. Like, if you want a tax break, you can tell stories about crop failures and starving peasants before she actually asks you.
Posted by: Neel Krishnaswami at Jan 5, 2006 7:47:20 PM
