A Rough Schedule
The game is divided into four parts. Traditionally this was Friday,
Saturday Noon-Dinner, Saturday Night, and Sunday. However, since Clarence
occasionally failed to start Friday, the game could be condensed as
needed.
Clarence introduces the convention of Theatre Style LARP whereby there
is no strict accounting for time. Fights and other events take place
in real time but armies also march back and forth in the
space of a day.
The Structure of the Game has the typical problems with a first-generation
LARP. The female plot is pallid and fairly dull - women want to get
married. Even Henrietta later bettered that, though it could be argued
that she was better at writing the drawing room comedy she had wanted
to write than at a standard LARP, and criticism aside performed
credibly in that genre for years.
So the plot is heavy with diplomacy, and wars, including a badly organized
wargame. The economy is actually remarkably robust - in most early games
money had no value, but since Kriegspiel troops need to be paid, there
is at least one brief period where money is worth something.
There is a first class widget hunt, which is usually unresolvable except
through deus-ex-machina. It can be assumed that the GMs never expected
all the parts to be assembled, but that the money and time required
to repair the elephant is proportionate to their success in gathering
the 24 parts.
The game is hero centric meaning that it is almost a foregone
conclusion that the forces of good will win. The GMs tended to universally
back the good guys winning. However, theres a lot
of room for granularity within that general paradigm. Some bad
guys turn out not to be so bad. Some good guys play
in a neutralistic way that is almost villainous. The bad guys by no
means always lose. Lady Grey ended the 1916 run as President of New
York, with a treaty granted to her by the United States, which had needed
her help against the Confederacy. The Confederates (who are by no means
seen as all bad guys - Bucher, in particular seemed to consider
The General a hero - have often ended up with territories
or concessions, and in one game, were Victorious, with Duggard as President
of the U.S. and The General victorious on the Board. The
two players were good wargamers, and managed to work the Currency Crisis
to their advantage, and effectively swept all opposition - even the
GMs could not seriously suggest that the U.S. had a recognizable presence
on the field.) That game had a number of odd situations. Thomas Edison
Jr., died early and Yen Hows player apparently left the game.
But the point is that odd endings can and did occur. The Beetle is the
only absolute villainess, and even she has escaped death
as often as not.
Scene I
The Ball
The Ball is the standard game non event. Some punch and
cookies were set out, and if everyone was very lucky a gramophone record
was put on with some classical music (Bucher despised Ragtime, and King
mocked it). It was supposed to be a gay party, but since nobody knew
each other, or had any idea why they were there, it was sort of like
a funeral. Still, its the necessary dead time for
people to get to know each other, and occasionally a couple
would waltz. At one of the later games, there were even instructors
to help people dance, though it didnt get very far.
The Nomination
This was the first big event of the game. Everyone must stand on one
side of the room or the other and nominate candidates for President.
Generally Marsden handled the Democratic Nomination (in Denver for this
run), and King handled the Republican (in Chicago), since Walker was
unreliable, and Buchers idea of politics involved forced marches
and leather pants.
William Jenner Bryant has a special ability card that allows him to
win the Democratic nomination, however players who opted for the Democratic
Convention cant just switch sides and help select a Republican.
In later runs of the game, some players declared a Bull Moose
party, and Hartmann obligingly shot their candidate in the chest so
he could finish his speech. The idea had been toyed with for a while,
so it may come up.
The nomination was handled by show of hands, with Bryant playing his
special ability card to negate any results from the Democratic Convention
that didnt favor him.
For the next game period the two (or more) players canvass for votes.
Some players had special abilities giving them extra votes. King and
Marsden agreed on being rather insistent that the other GMs not unbalance
the system, and the votes were pre-printed, so the other GMs usually
didnt.
Being nominated for the Nomination usually required a second,
then everyone no matter how unlikely who was seconded could be voted
on. In some runs, something was made of having American Citizenship,
which should disqualify Svengali and a few others, but since it was
nowhere writ, this usually wasnt a major issue.
To accept the Nomination, you must have a running mate (Vice President)
willing to run with you. At this time by the way, it was very unusual
for anyone to think of a woman, though in the 1916 run, a woman was
a Vice Presidential Candidate, and there was also a Suffrage Party
Candidate.
It was not unusual for Tom Edison Jr., to be the Republican Nominee.
The President has the ability to collect a tax, allowing him to pay
his troops from tax money. Once the Confederacy is declared, the Confederate
President can declare a tax, but theres no guarantee anybody will
pay it. In the 1916 run, New York became an Independent Universal
Suffrage State and the President of New York (Lady Grey) also
collected taxes, and in fact did somewhat better than her competitors.
Scene II
First Military Move
The Kriegspiel system is detailed elsewhere, along with the troop values.
Trilbys Performance
Usually someone brought a record for the poor girl to lip synch to.
On a few occasions, Trilby may have actually been able to sing - that
wasnt as unusual back then as it is now. The point of the performance
is to distract the players a little. Generally Carmilla tries to feed
during this period, resulting in someone collapsing.
The Election
The Second Military move immediately follows the election which sort
of sets the social disintegration of the game into motion. If Bryant
wins, which isnt terribly likely, but did happen, there is generally
peace for another half turn while he secretly negotiates to recognize
the Confederacy. When the Confederacy proclaims itself, he then usually
makes a rousing speech (betraying them) and says that he has arranged
for powerful foreign allies to help the Union put the Confederacy down.
If he fails to win, then he tends to proclaim the Confederacy and announce
hell march on Washington with - big surprise here - powerful foreign
allies.
If Hartmann assassinates the President (only likely if it isnt
Yeng How or Thomas Edison, Jr.) then the VP becomes President.
Second Military Move
Generally units begin popping up on the map about this time at their
start points. If Bryant doesnt get his Chinese Horde into play
by this turn, they generally have little chance of getting into the
fray, even with one of the engineers helping to move them by railroad
(if Bryant appears to still be on the level, Edison may help him move
his allies.) Bucher tended to fan the flames because he
wanted to get a war underway as quickly as possible, but Marsden and
Henrietta both felt that the game ran better if battle wasnt actually
joined until Scene III.
Scene III
Dr. Schultzes Demonstration
Dr. Schultze should have, by this time found some hapless anti-social
to strap down. The throwaway is Hartmann if he didnt succeed in
assassinating the President.
Third Military Move
War generally starts on this move or the next. By now there are forces
clearly visible, but it isnt necessarily clear who they answer
to.
The Wedding
If Henrietta has done well, she usually has someone to try and get
married at this point. At one game, it is said that she actually forced
a man to marry a hatrack, but thats never been confirmed, and
is probably an apocryphal story. The wedding stops action for a little
while and is a big deal. It also provides the Anarchists with another
target. Generally kidnapping the bride was a popular goal for all the
villains. It seems to have been a foregone conclusion that if you had
an airship you could kidnap the bride on it.
Fourth Military Move
If war hasnt started by now, its going to be rather short.
Scene IV
The Evil Ritual
The Forces of Evil are generally called by the Beetle to
an evil ritual about this time. Walker may have had the ritual in the
Beetles original sheet, but apparently she got a verbal briefing
most games, or was simply nudged by the GMs that she needed people to
worship her. Often the ritual was to sacrifice the Bride kidnapped in
the previous Frame. Of course the Good Guys usually try
to intervene and combat results. Sometimes players are killed..
Fifth Military Move
By now, war will have started. Sometimes this move got truncated, or
was played pretty much directly into the Sixth, with everyone standing
about, since nobodys movements are secret anymore.
Sixth Military Move
The results of this move determine who controls the United States at
the end of the game. Bucher and King usually made an announcement. Often
to get a decisive result there were extra rules or double ammo.
The Climax
Nobody agreed on what the Climax to Clarence should be and often there
wasnt one. Henrietta of course wanted it to be another wedding.
Bucher often tried to get some sort of final battle scene
together, for example Tom Edison Jr. Storming the White House to dethrone
Yen How.
Spontaneous Events
These are events that might happen at any time during the game, based
on player actions. There are of course other things that may happen,
but these are events that almost always occurred. To some extent these
events were GM guided, in terms of pressuring or holding players, and
represent the very most primitive version of Pacing Controls
The March of The War Machine
Never Give a Player a Battleship if you Dont Expect them
to Use it
The Martian War machine was indestructible, and was meant to be a sort
of apocalypse weapon - like we might use a hydrogen bomb in game today.
Realistically it was over-rated, however since the player had no other
sling stones, this one had to be fairly good.
The GMs never learned to handle it well. Unlike the Astronard, and
Sky Courser, it didnt fight in the Kriegspiel system. It just
sort of came in and trashed the place.
Usually the players were told it was marching on Washington (or Baltimore
or wherever - the GMs wrote the political plots with the idea the game
would be in DC, then found a cheaper site in Baltimore) and would arrive
at the beginning of the next turn. They then had to scrape the bottom
of the barrel and come up with ad-hoc attacks on it, which the GMs handled
in a fairly random and chaotic fashion. The War Machine usually ended
up destroyed however it had a tendency to kill characters and in one
game killed three PCs before it was stopped.
The Anarchist Attack
At some point - usually the Inauguration - Hartmann makes an attempt
on the President. If Hartmann has the Machine Gun, then he may succeed.
In two runs Presidents were killed. Hartmanns escape is largely
a matter of GM fiat and panache - Marsden tended to let him escape,
because there was usually a shortage of replacement characters, and
because he felt it was more dramatic if he took refuge with the other
villainous characters to be hounded down.
The Fall of The Beetle
Because virtually nothing really points toward the Beetle, the character
tends to be set up by the GMs acting through Flaxman Low.
Eventually Low senses information about the Beetle, usually
just in time to prevent the Evil Ritual. However this sometimes mapped
out differently, depending on what friends the Beetle had made. Whether
the Beetle dies or is merely banished again is largely a matter of luck
and fiat. The GMs had different interpretations of the death condition.
In at least one version, the Beetle had been assisting the New Confederacy
(led by Bryant) and had a Cleopatra-esque suicide scene as the Confederacy
fell.
The Attack of the Astronard
The Attack of the Astronard is a chance for the GMs to dole out some
random damage, scare the players a little bit, and provide a chance
for various thieves, assassins, what have you to do their job. Sometimes
the Astronard is shot down at this point by some good planning on the
part of the other PCs, but more often it is not. It usually ends up
a victim to the Kriegspiel game, where it has considerable value.
Elephant Parts
As it becomes clear that the Elephant would have a strong value in
the Kriegspiel game, various leaders start to get interested in assembling
it. Since it is patently impossible to get all the parts, they usually
get as many as possible, then try to build replacements. Depending on
the number of scientist/inventor types this can work or not.
The Attack of the Yellow Danger
The Yellow Danger is mostly a Kriegspiel event, but it does sometimes
run over into the main game, with the GMs and a few other loose bodies
taking the roles of marauding Chinese invaders, who must be combated.
One suspects this could be pretty tasteless by modern standards.
The Currency Collapse
When the Currency Collapses, it becomes drastically more expensive
to provision and pay for armies. This is a real problem, since armies
in the field may desert or defect (based on a game of Rocheambeau) if
they are not paid for. Money theoretically suddenly has a meaning as
various leaders scramble around to dig up enough money to pay bills.
Once the Beetle is brought down, Money immediately returns to normal
value.
Expedition to the Lost City
It is clear that the Lost City plot never got fully written, and in
fact there is evidence that it was completed for one of the later runs,
along with about eight additional characters. However, in early runs,
it was handled on an ad hoc basis, with players climbing
on chairs to simulate being on the airship and flying to
Tibet, where one or the other of the GMs would imitate various Tibetan
Lamas and Mandarins and perhaps reward the players, or fight them. The
non-existence of cast, and the banality of the combat system made combat
challenges unusual and fairly ineffectual. In one cast a Great
Lhama thumbed through a stack of Special Abilities reading out...
Death comma instant comma painful...
Death comma slow comma painful...
Until the combined might of several of the Psychic characters led by
Flaxman Low brought him down. The players were then given some aid against
evildoers, though exactly what isnt recorded.
The Expedition didnt happen in every game, but its a necessary
on the fly fudge if the players follow up the incorrect trail that points
toward the Gold coming from Tibet, and the GMs seemed to manage to work
together - though largely through player intermediaries - to resolve
the situation.