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FORSOOTH!

A role-playing game of Shakespearean proportions

by

KEVIN SPAK and SAM LIBERTY

All the worlds a stage,


And all the men and women merely players;
They have their exits and their entrances,
And one man in his time plays many parts...
-As You Like It Act 2, scene 7, 139143
Cast Creation
Act I Players each control a small cast made up of 1-3 characters at any given time. At the start of the game, each player creates
On Making Characters and Preparing to Play their cast in a strength dependant on the number of players in the game.

F
orsooth! is a game inspired by Shakespeare, wherein players control multiple characters with disparate motivations to, Three Or Four Players: 3 Characters each
together, improvise a tale of Shakespearean scope. Unlike traditional RPGs, Forsooth! uses no game master or story- Five to Six Players: 2 Characters each Name: Col. Giacomo 3
teller. One man in his time plays many parts, so we are all storytellers, all actors, all directors, all playwrights. As an ensemble, Seven or More Players: 1 Character each
the players will tell the tale of a group of Exiles. Whether that story is comedy or tragedy, history or farce, is up to the play-
Nature: Boastful Crusader
ers to decide as the game runs its course. Along the way, the players characters may scheme, fight, deliver moving soliloquies, Creating a character in Forsooth! is a snap: all you need is Oath: I will ruin the conniving liutenant
question their mortal nature and even forswear their solemn oaths, all in the name of applause. The action begins when the a Name, a Nature, an Oath and a Fate Score. who cost me my command, even
first character enters, and ends when all the Exiles are either married or dead. if it kills me. Applause
Name: Your Characters Name. You may also wish to
Forsworn
come up with a small background and announce it to your
fellow players. If the character is an Exile (see Fate below), Soliloquy
decide why he or she has been exiled, whether they have
Aside
committed some crime, annoyed the King, or are
falsely accused.

Example: Col. Giacamo is a military leader who was exiled after losing a major battle.

Nature: Select two words from the Natures list (found in the Epilogue) in any combination to determine your characters
nature. Is he a Thoughtful Fool? Melancholy Schemer? A Rakish Braggart? You decide, but no two characters you control can
have the same word in their nature, so, for example, if you have one Scheming character, none of your other characters may
be Schemers. These natures serve as roleplaying cues and may come into play if a Message is delivered.

Example: Col. Giacamo is a Boastful Crusader


What You Need
All youll need are some pencils, some poker chips or other items to use as Applause Chips (see Pause for Applause in Act III), Oath: Pick something your character has sworn to do. Try to come up with both a goal and a method of achieving it, with in-
and some character sheets (which are included at the end of this document). You may also want some knick-knack to keep teresting implications about the character. A poor Oath might be I will avenge my fathers death. Its a good goal, but doesnt
track of who is the bard for the current scene. tell us how far the character is willing to go, or how he might go about it, or how he might fail. Better examples include I will
avenge my fathers death or die trying, I will make [Character] suffer, even if I have to suffer myself to do it, and I will
Setting The Stage improve my social station no matter the cost. In order to encourage action that will spur the game to its end, some of your
The default setting of Forsooth! is a nondescript castle, to which at least some of the characters have been banished. There are Oaths should involve death, love, or another, opposing character, and all three wherever possible!
many places within the castle that the action can play out, but like in Shakespeares work, the action can also range all over the
world. A list of locations within the Castle, by which players may be inspired, follows in the Appendix. However, if players all It is possible--and sometimes dramatically or strategically appropriate--to break your Oath. If that happens, check off the
agree on a different setting say the deep woods or a deserted island they should feel free to do so. Forsworn box on your character sheet.

2 3
Col. Giacamos Oath: I will ruin the conniving lieutenant who cost me my command, even if it kills me.

Oberon is in the forest yelling at his servant Puck.


Fate Score: Each character has a Fate Score between 1 and 3. You assign these numbers amongst your characters without re-
From there, the players who control the onstage characters improvise the scene.
peating, so in a three-character cast you will have a 1, a 2, and a 3. Your Fate 3 character is your Exile, who could be considered
your protagonist, tragic hero or what have you. If you have fewer than 3 characters, dont use the lower values (ex., if you have
At any time, a player may have one of his characters enter or exit (just say [Character] Enters or [Character ]Exits), but
just two characters because its a 5-player game, you will have a Fate 2 and a Fate 3 characteryour exile).
no player can have more than one character onstage at a time. You may wish to physically move the character cards on and off-
stage (the center of the table) to keep track of who is currently acting.
Col. Giacamo has a fate of 3. He is his players Exile.

If none of your characters are onstage and you dont want one to enter, you can have non-player characters enter under your
Soliloquy and Aside: Check off these boxes when your characters perform those actions. Each character gets one Soliloquy
control. This character can be anyone you wish to introduce, from a lowly messenger to King Henry, as long as he is in no
and one Aside they may use during the game. (see Special Actions in Act II)
other players cast. These characters never win applause, however, are considered to have Fate 0, and cant deliver soliloquys or
asides. You may also introduce plot complications and cues (ex. You hear the sounds of hoofbeats approaching), that the
Applause: Each time a character wins applause, check off the applause track. This will determine who wins the game.
other players must react to. Its a good idea to do this if a scene seems to be stalling out.

Players take turns creating characters one at a time and announce them to the group so that Oaths may be interconnected
Ending Scenes
throughout the cast in fun and interesting ways. For example, one character might want to find his lost son, while another
Scenes end when all characters exit, as the players direct, whether they slowly trickle off one at a time, or decide to Exeunt
wants to prevent this, and a third IS that son.
All, Flourish. This should happen naturally, but sometimes might require a push in the form of a cue from an offstage player.
Once the stage has cleared, the next Bard then sets a new scene, and the process begins anew.

Act II
Special Actions (Soliloquies and Asides)
How to Perform Your Play There are special actions characters can perform that will affect the story in subtle ways: Soliloquies and Asides. Each character
may make one Soliloquy and one Aside each game.
Curtain Up, Begin Scene

N
ow that you have your cast, the Bard can set the scene. Though there is no Storyteller, it is up to the Bard, who
Soliloquy: To use your Soliloquy, just say [Character] begins a soliloquy, and then deliver one! This is a time to trot out your
changes from scene to scene, to provide roleplaying prompts
best (over)acting, since players might want to applaud you if you do well.
to start things off. Randomly decide who will be Bard first. After that,
the responsibility rotates clockwise after each scene. The action of the
Soliloquies can accomplish one of three things:
play can take place anywhere in the world as long as it makes sense to
1) Foreshadow death of a character (see Death in Forsooth!)
the players. The default setting, as you may recall, is a castle to which at
2) Set the next scene, even if you wouldnt be the next bard. (Example: Ill take this note straight away to Lady Iggles, and
least some of the characters have been banished, though you neednt
convince her to have Jacques beheaded!)
set your
3) Swear a second Oath. At the end of the game your character gets an extra 2 applause if he kept both his Oaths, but
first scene there. A list of possible settings for scenes can be found
loses 2 applause if he breaks either.
in the Appendix.

Aside: Characters can add secret information to the scene or contradict information established by another character by
Example Scenes Set By the Bard:
delivering lines as an aside. For example, if Polonius is behind a tapestry, unseen, and Hamlet wants to spot him, he might say
Hamlet and Ophelia are in the garden.
Aside: Mark that interloper quivering behind the tapestry! Polonius is then spotted, and Hamlet can do as he will with this
Macbeth stands alone in the throne room.
information, unless Polonius uses his aside to counter (Aside: Luckily, I know that Hamlet will not betray me!).

4 5
Resolving Conflicts Dead Characters
Other than through asides, players should liberally use the Yes, and philosophy of improvising their scenes, so if someone
If a character dies, he is not necessarily out of the game. He will still come back at the end to take his bows, and possibly earn
says The stars are out, one should not reply No, theyre not, but mayhaps rather Aye, and Ill warrant its an ill omen for
more applause. Dead characters can still win
the Queens nuptials.
the game despite being dead.

That being said, disputes will inevitably arise. If players cant or dont want to use an Aside, yet a conflict persists, compare the
In addition, players can have dead characters
Fate scores of the characters in conflict. The higher wins, simple as that. In the case of a tie, The Bard has the ability to break
enter scenes as ghosts. For gameplay purposes,
it. The only exception is death.
ghosts act just as live characters, can deliver
soliloquies or asides, win applause and so on.
Death in Forsooth! Each player may introduce only one ghost per
No, tis not so deep as a well, nor so wide as a
game.
church-door; but tis enough, twill serve: ask for
me to-morrow, and you shall find me a grave man.
If all of your characters are killed and the
Romeo and Juliet, Act 3, Scene i
game does not seem likely to end soon, you
may create a new character, or make a char-
There comes a time in any characters life when he decides
acter card for a previously introduced minor
to draw his sword and run a knave through. Or run himself
character. The Fate of a character introduced
through. Whatever. How do you accomplish this, when murder
in this way is always 1, but otherwise he or she
is considered so rude in most circles?
is exactly like any other player character.

Any character can foreshadow the death of any character by


Messages
using his soliloquy. Thereafter, in a later scene, any character
In Shakespeare, news is often delivered by message. Players are welcomed to introduce new information in this way. You can
can kill the marked-for-death character at any time. Characters
have a messenger bring news of anything you can think of... And if you cant think of anything, you can use a stock message
can also kill themselves offstage in between scenes, as long as
from our List O Messages.
its been foreshadowed. Characters who die get the chance to have a death scene in which they can gain applause from the
other players for the dead character, which still qualifies for winning the game.
Alternatively, you can put yourself in the hands of the gods. Choose a message from the list at random and deliver it! You
receive an extra applause chip (to award to another player, not for one of your characters) for your trouble.
In a pinch, any player can at any time say I kill [character name] as long as they are in a scene together, even if their death
has not been foreshadowed. However, this opens up options for the character you are killing.
Each message on that list includes a happening and a character nature. Its up to whoever delivers the message to decide which
character it refers to, and to embellish the action in a way that makes sense in the context of the play.
1) The player says You have killed me! He then gets to enact his death scene, and possibly win applause.
2) The player says I fight back and escape wounded. He immediately exits, and cannot bring on a substitute
(Example: Jane draws the message a fool has been spotted. She declares that Lord Quarto, the Foolish Tyrant, has been spotted down by the river
character from his cast.
with Lady Triana)
3) The player says And I kill you. He dies, but kills the attacker in the process, and they share a death scene.
Other players applaud whoever they thought was better. You may also applaud your killer if you wish.
If there is no character in the game that fits that nature, treat it as a wild, and name any character you please.

6 7
Act III Ending the Game
On Earning Applause and Winning the Game The play continues on, scene by scene, until all of the Exiles (Fate 3 characters) are either Married or Dead. At the end of the
scene where the last Exile dies or is wed, the curtains close and the play is over. There is then a Bows Round in which each

Pause for Applause player will award two last applause to the character or characters he felt did the best, whether they be alive or dead.

Give me your hands, if we be friends,


And Robin shall restore amends. Two characters, one Forsworn (who broke his Oath) and one True (who kept his Oath) with the most applause both win the

A Midsummer Nights Dream, Act 5, Scene ii game. It is possible for one player to control both winning characters. If this happens, he receives a Standing Ovation.

Roleplaying Tips
F
act: All actors crave applause. In Forsooth!,
applause help you win the game. At the end Players are encouraged to have as much fun playing their characters as possible; after

of each scene, each player applauds the character all, this is a game and meant for fun. It is encouraged that players make an effort to

of his choice, and the characters controller marks speak with Shakespearean flourishes, but its not necessary that all characters speak in

that applause on that characters sheet. You cannot perfect Elizabethan English at all times. Characters arent required to suddenly break

applaud a character you control. You should ap- out in iambic pentameter, though if they did, this would be very impressive, and

plaud the character you think roleplayed the best, or almost certainly deserving of applause.

amused you the most, or did something noteworthy


for the plot... whomever you think deserves recog- What do I do if I cant think of what to say?

nition. Consider also stating why you are giving out Its not essential that everything you say be perfect, witty and worthy of Shakespeare,

your applause, so the other players know what you so just say whatever comes to mind. Still drawing a blank? You can call LINE! and

like and what you dont like. one of your fellow players will whisper a suggestion to you. You must use whatever
suggestion is whispered first.

Additionally, each player starts the game with 4 applause chips to award to other players characters at appropriate times. If you
havent given away all your applause by the end of the game, any leftover chips are worth -1 applause for all your characters. What do I do if my fellow players are bombing on stage?
If the scene playing out appears to be going nowhere, or the players are grasping

You can award extra applause: for dialogue, feel free to spice things up. You can have a messenger enter, introduce
one of your characters, or have a minor character walk in with a knife in his back... be creative. Another option is to use stage

1) When a character exits directions or cues. Saying A clock chimes is a good indication that the scene should probably wrap up, and gives characters a

2) When a character dies reason to exit.

3) After a Soliloquy
What if Im the Bard and dont know how to start a scene?

Note that it is the character, not the player, who earns the applause. It is possible for two different characters controlled by the A scene can start any way you can think of, so just pulling random characters on stage works. If you are really strapped for

same actor to earn applause in the same scene. Applause totals are also theoretically hidden; you never need to tell an oppo- ideas, you can look at the List of Messages and use one of them as a scene prompt. For example, if you use A Lover Chal-

nent how much applause you have. Strategically applauding the character who you believe has the least applause (and hence is lenges a Tyrant to a Duel, you might bring a lover and a tyrant onstage and try to lead the scene towards a duel, or simply put

least likely to win) is considered unsporting; you should applaud with your heart, not your head. them onstage with swords drawn.

8 9
Messages
Epilogue Here are some suggested messages to reach for when you need a quick plot development. The numbers in front of them are
Appendixes and Supplemental Material for use when throwing your fate in the hands of the gods. (See Messages in Act II) Choose a random number between 1 and 50
in any manner you choose. You could either pluck a number out of the air without looking at the chart, or, if you have dice
Natures handy, roll 1d6 and 1d10, using the d6 as the tens-place digit (treating 6 as 0) and the d10 as the ones-place digit.
Here are the natures currently available. For each character, youll pick two, listing one as an adjective, the other as a noun
1). A braggart has been captured 26). A thinker bids you come to him/her
(example: Scheming Tyrant). The order you place them in is inconsequential; a Tyrannical Knave, for example, counts as both a
2). A knave has been injured 27). A tyrant in his/her cups and most wroth
Tyrant and a Knave for all purposes, including messages. You are free to interpret the natures as you choose; they are primarily
3). A miser has gone bankrupt 28). A lover has murdered a (minor non-player character)
role-playing cues.
4). A tyrant has fled 29). A schemer has been summoned to the Kings keep
Lover / Loving Crusader / Crusading
5). A moper is approaching 30). A knave has been ambushed
Tyrant / Tyrannical Thinker / Thoughtful
6). A rake has been discovered plotting treachery 31). A crusader has been maimed
Braggart / Boastful Miser / Miserly
7). A moper has proposed to somone 32). A schemer has been spotted
Knave / Knavish Brute / Brutish
8). A fool has challenged a to helper a duel 33). A crusader has been captured
Fool / Foolish Villain / Villainous
9). A thinker needs help 34). A helper has been injured
Schemer / Scheming Sophisticate / Sophisticated
10). A miser bids you come to him/her 35). A fool is missing
Rake / Rakish Dullard / Dull
11). A miser is in his/her cups and most wroth 36). A tyrant is victorious
Helper / Helpful Puritan / Puritanical
12). A miser has been summoned to the Kings keep 37). A braggart has fled
Moper / Melancholy (Wo)Man of Honor / Honorable
13). A thinker has been ambushed 38). A lover is approaching
14). A fool has been spotted 39). A helper is plotting treachery
Settings
15). A lover has been captured 40). A rake is pregnant or has sired a child
Here is a list of places in and near the castle to give you ideas when youre drawing a blank for where to begin a scene.
16) A knave has been injured 41). A thinker has proposed
The Dungeon The Haunted Meadow 17). A helper is missing 42). A schemer has challenged a miser to a duel
The Great Hall The Riverbank 18). A crusader is victorious 43). A crusader is defeated
The Garden Apothecary 19). A schemer has fled 44). A moper bids you come to him/her
The Courtyard A Tomb 20). A tyrant approaching 45). A moper is in his/her cups and most wroth
The Street The High Road to Shropshire 21). A schemer has been discovered plotting treachery 46). A knave has murdered a (minor non-player character)
Deep in the Forest The Stables 22). A lover is pregnant or has sired a child 47). A lover has been summoned to a lords castle
The Keep An Ale House 23). A rake has proposed to someone 48). A thinker has been ambushed
On the Parapets The Barracks 24). A braggart has challenged a tyrant to a duel 49). A helper has been blinded
_____s chambers A Woodland Hideout 25). A braggart has been defeated 50). A fool has been spotted
The Harbor A Hallway
The Chapel A Secret Passage
The Arena / Jousting Pitch / Archery Range The Kitchen
Character Sheets

Name: Name:
Nature: Nature:
Oath: Oath:

Applause Applause
Forsworn Forsworn
Soliloquy Soliloquy
Aside Aside

Name: Name:
Nature: Nature:
Oath: Oath:

Applause Applause
Forsworn Forsworn
Soliloquy Soliloquy
Aside Aside

Name: Name:
Nature: Nature:
Oath: Oath:

Applause Applause
Forsworn Forsworn
Soliloquy Soliloquy
Aside Aside

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