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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.
* 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.
* 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'' provides examples of the following tropes:
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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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* 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.
Added DiffLines:
* TheBardOnBoard: Averted for the most part. The goal is to create ''original'' stories in the Shakespearean style, not reenact existing plays.
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.
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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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* 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 {{Hamlet}} or TitusAndronicusTitusAndronicus.
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