“All the world’s 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”
~ Jaques, “As You Like It” (1599)
The Stage
A mystical island, “full of noises” - some call it “Cyprus”, others “the Isle of Sycorax”. It is home to a powerful sorcerer, Prospero, whose magic has wrought a fantastical storm that has shipwrecked an eclectic group of travellers together from far-flung realms across Italy, Denmark, Scotland, France, Greece and more.
Here, amongst the spirits, faeries and strange creatures of this unfamiliar place, the mad magician’s home appears to contain scripts of great divination with hauntingly familiar names, depicting each traveller’s past and apparently fated future, almost as if they were merely characters in a play. They scour the scripted lines of dialogue for answers, and question if these stories are set in stone or if, perhaps, they might be able to edit the pages and, under their own freewill, change the course they are navigating.
Some of these seemingly “inevitable” endings are hopeful - true love, being reunited with long-lost relations; comic stories of romance and reconciliation that many may wish to protect and preserve - whilst others tell tragic tales of betrayal, murder, heartbreak and calamity, that may not depict a narrative that one may wish to return to unaltered…
Whilst seeking a way to leave the treacherous island, questions hang over each traveller’s head: is this my story? Do I want this tale to be my fate? Is my destiny truly written in the stars, or can one write their own fortune?
“Life’s but a walking shadow, a poor player
That struts and frets his hour upon the stage,
And then is heard no more. It is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.”
~ Macbeth, “The Tragedy of Macbeth” (1605)
The Players
Washing up on the shores of the island are a seemingly random cast of characters - royalty and commoners, soldiers and lovers, witches and jesters, in a whirlpool of chaos. However, some appear to be familiar faces, arriving together from Messina, Athens, Illyria, Naples, Arden, Verona, Dunsinane, Venice, Rome and Elsinore. From this amalgamation of unlikely acquaintances, new connections and bonds may well form between people who would otherwise never have met one another…
“He would drown the stage with tears
And cleave the general ear with horrid speech,
Make mad the guilty and appal the free,
Confound the ignorant, and amaze indeed
The very faculties of eyes and ears.”
~ Hamlet, “The Tragedy of Hamlet, Prince of Denmark” (1600)
The Magic of Theatre and Poetry
You do not need to be a Faerie or a Witch for magic to work on the Isle of Sycorax - a skilled orator can affect their own surroundings with the mere sharpness of their wit, and speeches, monologues and soliloquies can be as dangerous as any blade. Stage Managers (Refs) or NPC plot crew (as briefed) may make mechanical calls or grant boons as a direct result of a character Monologuing - especially those with mechanical advantage from Monologues (“the gift of the gab” archetype).
Likewise, taking the time to write a 14-line sonnet in iambic pentameter (with an ABABCDCDEFEFGG rhyme scheme, handed to a ‘stage manager’, with results usually manifesting about an hour later) is the strongest form of solo spellcasting; second only in potency to collaboratively performing a Masque or “play within a play”: a ritual that may be rewarded with mighty boons from whatever Forces are watching and listening…
“And therefore, since I cannot prove a lover,
To entertain these fair well-spoken days,
I am determined to prove a villain
And hate the idle pleasures of these days”
~ Richard, Duke of Gloucester, “History of Richard III” (1592)
The Script
If any character from your story dies, you now find yourself in a tragedy. This isn’t necessarily entirely bad news - there’s great power to be found in death and destruction, but a great deal more danger too. Sometimes, a good death could also be worthwhile, such as a noble or heroic sacrifice, and some may long for a story of glory (no matter how gorey).
Of course, there are also some antagonists that greatly benefit from the existing tragedies as written staying on track towards their scripted ending (for example, Malcolm and Fleance have a lot to gain from Macduff slaying Macbeth as intended), and some others may have a vested interest in shifting a comedy towards the tropes of tragedy (as embodied by much-abused Malvolio’s haunting parting promise that he will “be revenged on the whole pack of you”).
Further to this, if and when you find a way “home”, you may need to consider: is the latest edition of the story one you are prepared to return to? Is there some other land or other companion you would prefer to begin a new story with? And is it better to have loved and lost or to have never loved at all?
You may encounter lammies with black or white ribbons attached - you can only use the powers of black-ribbon lammies if your play is destined for tragedy, and you can only use the powers of white-ribboned lammies if your play is destined for comedy. If a character from your story dies, the play is fated as a tragedy - the only way the play can revert to comedy-status is if there’s a Plot Twist that the character who “died” merely appeared to be dead, such as through some alchemical potion that gives the appearance of death without actually killing the drinker (which happens more commonly than you might think, in Shakespeare’s plays…).
If a character from your play is executed, the only way for you to interact with white-ribboned lammies is to either find some way to change which story your character appears in, or to die yourself and be re-cast into a comic play.
If a play is in tragedy status (with a black banner on display in the main hall) but no one has been killed “onstage”, there is still the possibility that it can move towards comedy status, such as via pranks and tomfoolery or a wedding - but any “onstage”, confirmed permanent deaths from your cast (whether player character or NPC) will cement the fate of the play as a tragedy permanently.
If any character is dropped to -1HP, their bleed count will start. If the character is not executed, there is always the possibility that the death won't stick - a character dropped to -1HP may always be picked up by the invisible spirits of the island if left unattended. Player characters should not rely on this (the spirits of the island are significantly less likely to intervene for player characters on their bleed count than the NPCs, for Plot Reasons) - but your playscript might not be cemented in Tragedy unless it is absolutely certain that a deceased character could not possibly return again as a living character (ghosts still make it Tragedy!)
To execute another character is a very Final decision, not to be taken lightly. Any execution is a definitive Death for that character that cannot be undone, and puts that full playscript into “tragedy-fated” status - merely dropping someone to -1HP makes it possible that that death may be final, but there's always room for a Plot Twist…
Death should be something considered to be a serious consequence in this game; you're far less likely to be fighting completely unknown and unnamed NPCs than you are specific and personal threats - thus a character’s decision to execute another will have in-game mechanical consequences. However, this does not mean that you cannot or should not execute when it feels appropriate; it’s a roleplay-led game, and a peacekeeper like Benvolio pleading to “talk things out as friends” is possibly unlikely to stop Brutus from going ahead and executing his “best friend” Julius Caesar regardless…