rules for session one & wrestling prep. A sample villain and special steel cage moves included
Session One: Let’s Get Ready to Role-play Rhetorical Wrestling!
During session one, players prepare for the wrestling to come. They make characters from out of the age of enlightenment, choosing debate and campaign techniques that are arranged as a list of wrestling moves. Players define political or social conflicts for their three upcoming sessions. They then map out these intellectual controversies as wrestling storylines, complete with rivalries and rematches. If it helps you stay within a two hour time frame, think of this first session as a meeting of wrestling league executives. You are planning the contents of the three showcase events from your upcoming season. By the end of the initial session, players will have created characters, chosen or created villains, planned out the upcoming matches, and made a separate list of brutal moves to spice up the final steel cage showdown.
Create Characters
See character creation section posted above
Choose a Conflict for each wrestling session
Each two hour session after your first planning meeting will play out an enlightenment-era conflict. These conflicts are intellectual battles (matches) chosen by players to showcase the ideological debates of the time period. The best conflicts will showcase your characters’ beliefs and have a range of possible outcomes, from total victory by your characters to partial success to defeat.
Conflicts can all relate to one overarching enlightenment theme, or touch on different aspects of the laws of nature, laws of men, and laws of god. The three conflicts you choose can link and build from the first to the last, or be separate controversies.
Players should collectively pick the three conflicts. You can define a conflict by answering four questions. What main goal are your characters trying to achieve? What decision maker(s) or audience do they have to convince to achieve their goal? Who or what are the main opponents working against the goal? And what is the scope of the conflict in terms of the time frame and geographical scale of the conflict?
Consider this example.
Goal: proving that a famous relic in the local church is a fake. Audience: general public, elders of the church, and higher members of the church hierarchy with authority over the local branch. Opponents: local priest and church members, pilgrims who visit the church to seek healing. Scope: six months until the annual parade of the relic through the town, mainly local in the town and region but also drawing in experts from afar.
The players in our sample game choose three conflicts that escalate out from an initial controversy. The first conflict will draw in Dr. Van Gosse directly. One of the working men who supplies him with cadavers has been caught with a corpse of uncertain origin. The fellow is being charged with the capital crime of grave robbing and desecration of a body. The characters’ goal is to free the accused or at least spare his life. The plight of the accused man’s wife and family during his imprisonment leads to the second conflict: a national debate over the rights of women to testify at courts of law, and control and inherit their husband’s property. The characters’ goal is to grant women equal rights in both areas of the law. Repercussions of the first two conflicts lead the characters to seek to have one of their own (The Bookish Baron) named as tutor to the royal heir so that they can influence future state policy in a more enlightened direction. This campaign on the naming of the royal tutor is the final conflict. To help remember the conflicts, we’ll give each session a name: ‘Habeas Corpus,’ ‘Weaker Sex,’ and ‘Hand that Rocks the Cradle.’
Choose or create villains that are appropriate for each conflict
Your characters are all teammates, struggling for similar goals, wrestling on the same side. You will create or choose a set of villains to represent the minions of reaction – the forces of darkness who will challenge your efforts to bring light and reason. The opponents you’ve built into your conflict concepts are an obvious source of inspiration. Villains are designed exactly like characters – except their goals and moves come from the opposite side of the intellectual and political spectrum. You choose a concept and assign points to traits, moves, and special features.
Pick a manageable number of villains. Recurring rivals are more dramatic than having an entirely new set of opponents each session. Choose a number of villains equal to the number of characters plus one or two.
To keep things simple, our sample game will have just three villains, balancing the number of characters.
To create a rising level of challenge throughout the three conflicts, you should vary the power of these villains, with stronger opponents massing in later sessions. There are six sample villains in the game’s appendix: two each of 200 points, 250 points, and 300 points. You can use these pre-made opponents or make some of your own.
For the sample game, the three villains will be a populist preacher, a hanging judge, and a counter-enlightenment philosopher. Let's give one of these more detail. He'll be the populist preacher with passion equal to any reformer and an ill-concealed sadistic streak. He may distrust elements of the political and religious establishment, but he loathes these enlightenment troublemakers with their mechanistic universe primed to squeeze God out of the hearts of men. The preacher, call him Reverend Wilmots, will be a useful foil to the anatomist doctor. We’ll create him at the same 250 point level as Van Gosse.
Traits:
Conviction: 7
Expediency: 8
Fame: 6
Reputation: 5
Moves:
2: drink heavily out of depression at sinfulness of our time: 3 damage (D)
3: adopt meek demeanor to lull opponent : 7 damage
4: label freethinkers ‘the new idolaters’: 5 damage
5: fast for two days: 2 damage (D)
6: turn other cheek but plot revenge: 2 damage (D)
7: whip mob into frenzy: 7 damage
8: recite scripture (SM) : 8 damage
9: petition governor to stamp out this brazen display of blasphemy: 8 damage
10: sputter with rage, loosen collar, fan self with black, austere hat: 1 damage (D)
11: ask congregation to pray for opponent: 4 damage
12: reference a clever automaton of a fiddler displayed at the Düsseldorf fair : 7 damage
Signature Move: Recite Scripture
1: “You do not realize that you are wretched, pitiable, poor, blind, and naked.” (Revelations 3:15): 13 damage
2: “you will discover in the annals that this is a rebellious city, hurtful to kings and provinces, and that sedition was stirred up in it from long ago” (Ezra 4:7): 5 damage
3: “I commend you because you remember me in everything and maintain the traditions just as I handed them on to you.” (1 Corinthians 11:2): 7 damage
4: “A whip for the horse, a bridle for the donkey, and a rod for the back of fools” (Prov 26:3): 11 damage (S)
5: “Wake up you drunkards and weep; and wail, all you wine drinkers over the sweet wine, for it is cut off from your mouth.” (Joel 1: 5): 8 damage (S)
6: “Do not invite everyone into your home for many are the tricks of the crafty.” (Sirach 11:29): 9 damage
Special Features: Submissions on Signature sub-moves 4 and 5.
Wrestling Name “The Preacher”
Signature Song: period choral rendition of A Mighty Fortress is our God.
Set a wrestling storyline
After creating characters, conflicts and villains you will take off your enlightenment gowns and caps and slip into the shiny suits and Barnum-esque mindset of Professional Wrestling executives. It’s time to re-envision those 18th century conflicts as the three prime-time events of the upcoming league season. The characters and villains become larger than life wrestlers, the fan favorites whom you want to showcase as much as possible. Discuss and agree upon a few main storylines that you want to see develop over the three sessions. The best storylines will revolve around rivalries, team unity, and revenge. A place to start in developing a storyline is to look for natural rivalries and pair off each character with one particularly-hated villain.
In our sample game, the characters and villains pair off nicely as: Doctor vs. Preacher; Lady-writer vs. Hanging Judge; and Enlightened Aristocrat vs. Reactionary Philosopher. The players will make sure that these rival pairs get a chance to face each off twice during the three upcoming sessions. Fleshing out the storylines behind these rivalries, say that the doctor and preacher have been enemies since they entered the league. The lady-writer used to date the judge. The aristocrat and philosophers were tag team partners for years but had a bitter split.
Program the matches and assign Promoters
Now that you know the enlightenment context and wrestling storyline, program the matches for the three wrestling sessions. Decide how many matches will be in each session, the order of the matches, and which characters and villains will fight in each match. Also decide that the context of each match is. All matches should contribute to the underlying conflict. Try to vary the number and type of matches from session to session and to rotate wrestlers to create different match-ups.
Choose a player to promote and stage-manage each of the wrestling sessions to make sure that sessions provide 2 hours of high-energy entertainment. The promoter will set an agenda and time-schedule of the matches and pre-match rituals. Promoters also assign players to control the villains who will be wresting during the session matches. If you have more than three players then players can share promotional responsibility for some of the sessions.
The three sessions in our sample game are programmed as follows:
First Session: Habeus Corpus
Match 1: lady-writer petitions court for leniency so that accused can be reunited with his wife and children. Lady-writer vs. Hanging Judge.
Match 2: Enlightened aristocrat and reactionary philosopher testify about the seriousness of the crime and the legitimacy of dissection. Aristocrat vs. Philosopher.
Match 3: Preacher and accompanying mob harass Anatomist who is helping guide defense of the accused. Anatomist vs. Preacher
Second Session: The Weaker Sex
Match 1: Tag team match as characters engage in freewheeling written and oral debate over women’s right to manage property and testify at court. All 3 characters vs. All 3 villains. Lady-Writer and Philosopher will start out in ring.
Second Session: Hand that rocks the Cradle (Steel Cage Matches)
Match 1: Tag team match as characters lobby and pull strings to get Aristocrat named as tutor of royal prince (and Villains nominate the Philosopher for same position). Anatomist and Lady-writer vs. Preacher and Hanging Judge. Anatomist and Preacher start out in ring.
Match 2: Aristocrat and Philosopher meet King in separate interviews for tutor position. Aristocrat vs. Philosopher.
Set victory conditions for each conflict
Every match played will end with one side being pinned or submitting. Map these victories and losses back onto the enlightenment conflicts. Decide what the numerical results of each session (wins and losses) mean in terms of character’s progress toward their goals for the conflict. You should define a perfect record (characters win all matches) as a total victory, a mixed record as partial progress or an ambiguous result, and getting shut out (characters lose all matches) as a total defeat.
In session one of the sample game, 3 victories will earn characters the acquittal and release of the anatomist’s supplier and a greater acceptance of the dissection of human cadavers. Two victories result in a fine and short sentence for the supplier. One victory means that the supplier of bodies is sentenced to a long term of harsh labor. Three losses and the poor supplier is publicly executed and opponents of dissection are emboldened to ensnare more grave diggers and even doctors.
Set Steel Cage Moves
During the last session – the final showdown between characters and villains – all wrestling matches take place in a steel cage. The battles waged inside this galvanized grid impose a desperate isolation and are more brutal than ordinary matches. To crank up the violence level, a special Steel Cage Move Chart is added to all cage matches. Players collectively pick assign damage and features to 11 moves. All wrestlers will use the same Steel Cage Move Chart so make sure that moves are general enough to apply to all characters and all villains. Steel Cage moves should be dirty but effective.
Follow the same rules you used to buy moves during character creation, with the following modifications. You get 400 points to pay for the 11 moves; damage levels can be set to a maximum of 15 rather than 10; you don’t need to include any defensive moves; there is no signature move; and you can buy up to two submissions. You can agree on 11 Steel Cage moves from the samples provided here, invent your own, or pick some and make some. See the wrestling section for further information on how steel cage matches work.
The Steel Cage Move Chart for our sample game will be:
2: Accuse opponent of engaging in deviant sex act: 14 damage
3: Challenge to duel: 11 damage
4: Hire ruffians to waylay and thrash opponent: 10
5: Publish forged documents 'proving' that foe is conspiring with seditious elements: 11
6: Turn opponent's spouse or lover against them: 10 damage
7: Blackmail decision-maker with compromising information: 13 damage
8: Hire musician friend to compose and spread embarrassing ditty about opponent: 7 damage
9: Pull strings to have opponent assigned to lengthy stay in the colonies: 13 damage
10: Have opponent's family members arrested: 11 damage
11: Seize or destroy opponent's library and draft manuscripts: 8 damage
12: Draw upon freemason contacts (to do something suitably conspiratorial - up to player who rolls to specify): 15 damage