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* YeOldeButcheredeEnglishe: Most players are not in the habit of speaking Elizabethan English in everyday life, so their attempts will often be this.

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* YeOldeButcheredeEnglishe: Most players are not in the habit of speaking Elizabethan English in everyday life, so their attempts will often be this.this.

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* AerithAndBob: As with many actual Shakespeare plays, many games will have some banal or silly English names even when not set in England--in addition to names that are more appropriate to the setting.

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* AerithAndBob: As with many actual Shakespeare plays, many games will are likely to have some a combination of banal or silly English names even when not set in England--in addition to England and names that are more appropriate to the setting.
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* TotalPartyKill: Tragedy games can easily end this way. Think TitusAndronicus, or {{Hamlet}} to a lesser extent.
* YeOldeButcheredeEnglishe: Most players are not in the habit of speaking Elizabethan English in everyday life, so their attempts will often be this.

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* TotalPartyKill: Tragedy games can easily end this way. Think TitusAndronicus, Theatre/TitusAndronicus, or {{Hamlet}} Theatre/{{Hamlet}} to a lesser extent.
* YeOldeButcheredeEnglishe: Most players are not in the habit of speaking Elizabethan English in everyday life, so their attempts will often be this.
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* [[MotivationIndex Motivation]]: Every character has one. It is usually cast in extreme terms such as "I will see my son Felipe ascend the throne, even if it kills me."

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* [[MotivationIndex Motivation]]: Every character has one.A central trait for every character. It is usually cast in extreme terms such as "I will see my son Felipe ascend the throne, even if it kills me."
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* RocketTagGameplay: Killing an NPC is as easy as saying you kill them. Killing another player character (which happens a lot) requires their agreement; they can opt instead to retreat wounded, or take you down with them.

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* RocketTagGameplay: Killing an NPC is as easy as being in the same scene and saying you kill them. Killing another player character (which happens a lot) requires their agreement; they can opt instead to retreat wounded, or take you down with them.
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* RocketTagGameplay: Killing an NPC is as easy as saying "I kill thee." Killing another player character (which happens a lot) requires their agreement; they can opt instead to retreat wounded, or take you down with them.

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* RocketTagGameplay: Killing an NPC is as easy as saying "I you kill thee." them. Killing another player character (which happens a lot) requires their agreement; they can opt instead to retreat wounded, or take you down with them.
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* CharacterLevel: Fate Score can serve as this, although it is mainly to differentiate primary and secondary characters. In this nearly diceless system it can be used to resolve conflicts between characters.

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* CharacterLevel: Fate Score can serve as this, although it is mainly to differentiate primary and secondary characters. In this nearly diceless system it can be used to resolve conflicts between characters.inter-PC conflicts.
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* AnyoneCanDie: All main characters must be either dead or married for the game to end.

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* AnyoneCanDie: All main characters must be either dead or married for the game to end. Comedies will tend toward most of them getting married. Tragedies, not so much.
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* RocketTagGameplay: Killing an NPC is as easy as saying "I kill thee." Killing another player character (which happens a lot) requires their agreement; they can opt instead to retreat wounded, or take you down with them.
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* TheRoleplayer: The player type most likely to be drawn to this game. It is mostly dialog, so there is little appeal for TheRealMan, and far too few rules to appeal to TheMunchkin. TheLoonie is a pretty common in Comedy games.

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* TheRoleplayer: The player type most likely to be drawn to this game. It is mostly dialog, so there is little appeal for TheRealMan, and far too few rules to appeal to TheMunchkin. TheLoonie is a pretty common in Comedy games.
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* CharacterLevel: Fate Score can serve as this, although it is mainly to designate protagonists and does not increase. In this nearly diceless system it can be used to resolve conflicts between characters.

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* CharacterLevel: Fate Score can serve as this, although it is mainly to designate protagonists differentiate primary and does not increase.secondary characters. In this nearly diceless system it can be used to resolve conflicts between characters.
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''Forsooth'', by Sam Liberty and Kevin Spak, is a GM-less game of Shakespearean role-playing. Three or more players play characters--and take turns as the Bard, who sets scenes. Settings, themes, and language (to an extent) are in the Shakespearean mode; the story has the structure of a stage play.

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''Forsooth'', ''Forsooth!'' by Sam Liberty and Kevin Spak, is a GM-less game of Shakespearean role-playing. Three or more players play characters--and take turns as the Bard, who sets scenes. Settings, themes, and language (to an extent) are in the Shakespearean mode; the story has the structure of a stage play.



!!''Forsooth'' provides examples of the following tropes:

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!!''Forsooth'' !!''Forsooth!'' provides examples of the following tropes:



* TheBardOnBoard: Averted for the most part. The goal is to create ''original'' stories in the Shakespearean style, not reenact existing plays.

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* TheBardOnBoard: Averted for the most part. The goal is to create ''original'' stories in the Shakespearean style, not reenact act out existing plays.

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* CharacterLevel: Fate Score can serve as this, although it is mainly to designate protagonists and does not increase. It can be used to resolve conflicts between characters.

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* CharacterLevel: Fate Score can serve as this, although it is mainly to designate protagonists and does not increase. It In this nearly diceless system it can be used to resolve conflicts between characters.


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* TheBardOnBoard: Averted for the most part. The goal is to create ''original'' stories in the Shakespearean style, not reenact existing plays.
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Added DiffLines:

Each character has an adjective/noun pair that broadly describes them. These are typically selected from (or rolled on) a table. For example someone could be a Rakish Tyrant--or, alternately, a Tyrannical Rake. Characters also have a Motivation (such as seducing someone or restoring your good name), and Oath (to always obey your liege lord, to never do an unselfish deed, etc.) It's best when the Motivation and Oath come into conflict sometime in the story. The above and some connections with other characters is pretty much the entirety of character creation.
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* TotalPartyKill: Tragedy games can easily end this way. Think {{Hamlet}} or TitusAndronicus.

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* TotalPartyKill: Tragedy games can easily end this way. Think TitusAndronicus, or {{Hamlet}} or TitusAndronicus.to a lesser extent.
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* TheRoleplayer: The player type most likely to be drawn to this game. It is mostly dialog, so there is little appeal for TheRealMan, and far too few rules to appeal to TheMunchkin.

to:

* TheRoleplayer: The player type most likely to be drawn to this game. It is mostly dialog, so there is little appeal for TheRealMan, and far too few rules to appeal to TheMunchkin. TheLoonie is a pretty common in Comedy games.
Is there an issue? Send a MessageReason:
None


* TotalPartyKill: Tragedy games can easily end this way. Think {{Hamlet}} or TitusAndronicus

to:

* TotalPartyKill: Tragedy games can easily end this way. Think {{Hamlet}} or TitusAndronicusTitusAndronicus.
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None


* [[MotivationIndex Motivation]]:
* NonPlayerCharacter:
* PairTheSpares:
* PurelyAestheticEra:
* TheRoleplayer:

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* LoveDodecahedron: Comedy games are especially prone to this.
* [[MotivationIndex Motivation]]:
Motivation]]: Every character has one. It is usually cast in extreme terms such as "I will see my son Felipe ascend the throne, even if it kills me."
* NonPlayerCharacter:
NonPlayerCharacter: Since there is no single GM, everyone will play NPC's fairly often.
* PairTheSpares:
PurelyAestheticEra: Players of Forsooth typically have about as much regard for historical accuracy as Shakespeare did. That is to say, not a lot.
* PurelyAestheticEra:
* TheRoleplayer:
TheRoleplayer: The player type most likely to be drawn to this game. It is mostly dialog, so there is little appeal for TheRealMan, and far too few rules to appeal to TheMunchkin.



* TotalPartyKill:
* YeOldeButcheredeEnglishe:

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* TotalPartyKill:
TotalPartyKill: Tragedy games can easily end this way. Think {{Hamlet}} or TitusAndronicus
* YeOldeButcheredeEnglishe:YeOldeButcheredeEnglishe: Most players are not in the habit of speaking Elizabethan English in everyday life, so their attempts will often be this.
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* MotivationIndex/{{Motivation}}:

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* MotivationIndex/{{Motivation}}: [[MotivationIndex Motivation]]:
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* ''MotivationIndex/Motivation'':

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* ''MotivationIndex/Motivation'': MotivationIndex/{{Motivation}}:

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* CharacterLevel:
* GenderBender:
* GratuitousIambicPentameter:
* MotivationIndex:

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* CharacterLevel:
CharacterLevel: Fate Score can serve as this, although it is mainly to designate protagonists and does not increase. It can be used to resolve conflicts between characters.
* GenderBender:
GenderBender: It's Shakespeare themed, after all.
* GratuitousIambicPentameter:
GratuitousIambicPentameter: Some players might try it.
* MotivationIndex:''MotivationIndex/Motivation'':


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* PairTheSpares:

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* AerithAndBob: As with many actual Shakespeare plays, many games will have some names appropriate to the location and time--and some banal or silly English names (even if it is not set in England).
* AnyoneCanDie:
* AsideComment:

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* AerithAndBob: As with many actual Shakespeare plays, many games will have some names appropriate to the location and time--and some banal or silly English names (even if it is even when not set in England).
England--in addition to names that are more appropriate to the setting.
* AnyoneCanDie:
AnyoneCanDie: All main characters must be either dead or married for the game to end.
* AsideComment:AsideComment: Every character gets one Aside. Like the Soliloquy, it is a great way to win applause points from other players.


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* ThinkingOutLoud: Every character gets a Soliloquy. It is a chance to bring the ham and get applause points.
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* AerithAndBob: As with

to:

* AerithAndBob: As with many actual Shakespeare plays, many games will have some names appropriate to the location and time--and some banal or silly English names (even if it is not set in England).
Is there an issue? Send a MessageReason:
None


!!''Forsooth'' provides examples of the following tropes:

to:

!!''Forsooth'' provides examples of the following tropes:tropes:

*AerithAndBob: As with
*AnyoneCanDie:
*AsideComment:
*CharacterLevel:
*GenderBender:
*GratuitousIambicPentameter:
*MotivationIndex:
*NonPlayerCharacter:
*PurelyAestheticEra:
*TheRoleplayer:
*TotalPartyKill:
*YeOldeButcheredeEnglishe:
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''Forsooth'' is a GM-less game of Shakespearean role-playing, where three or more players play characters and take turns setting scenes. Settings, themes, and language (to an extent) are in the Shakespearean mode; the story has the structure of a stage play.

to:

''Forsooth'' ''Forsooth'', by Sam Liberty and Kevin Spak, is a GM-less game of Shakespearean role-playing, where three role-playing. Three or more players play characters and characters--and take turns setting as the Bard, who sets scenes. Settings, themes, and language (to an extent) are in the Shakespearean mode; the story has the structure of a stage play.
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I\'ll have to come back to this. I\'m having a hard time coming up with tropes that are separate from Shakespeare proper, since the rules are so simple and don\'t use any Tabletop Game tropes that I can see.

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Character creation is fast and simple, which is fortunate since players often have more than one character. The setting and theme are likewise simple--they can be chosen or rolled from lists or just made from an ad-hoc combination of words that makes sense

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Character creation is fast and simple, which is fortunate since players often have more than one character. The Choosing a setting and theme themes are likewise simple--they can be chosen or rolled from lists or just made from an ad-hoc combination of also simple. For the setting players select words that makes sensefrom a couple of tables to create a short phrase, like "A castle in Bavaria," or they can roll on the tables. The themes are similarly concise and have their own table.

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!!''Forsooth'' provides examples of the following tropes:
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Added DiffLines:

''Forsooth'' is a GM-less game of Shakespearean role-playing, where three or more players play characters and take turns setting scenes. Settings, themes, and language (to an extent) are in the Shakespearean mode; the story has the structure of a stage play.

Character creation is fast and simple, which is fortunate since players often have more than one character. The setting and theme are likewise simple--they can be chosen or rolled from lists or just made from an ad-hoc combination of words that makes sense

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