Introduction
The storm outside
the sturdy farmhouse raged like a scream from Old Nick himself.
The howling wind sounded like the souls of the damned, crying for
release from their torment. The farmer looked over at the
shutters covering the windows...uttering a silent prayer that the
latches would hold against the driving winds, while his wife held
their frightened children wrapped in her arms. She murmured
encouraging words to them, but he could see the fear in her
eyes…it was mirrored in his own. The children were merely
afraid of the storm itself, but their parents knew better. They
knew that other things moved in the night as well, terrible
things. As if on cue, the farm dogs began barking angrily,
announcing an intruder. The barking grew more frantic and the
livestock added to the cacophony. The dogs barking grew louder,
fear starting to color their voices...and suddenly died off,
leaving only the howling of the storm. The farmer reached for his
musket hanging over the fireplace, but his wife put a hand on his
arm, shaking her head frantically. It wasn't worth
it.
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Stuff Everybody Knows
(Our Version of History)
About 9 months ago, a young girl named Ruth Wilkins took ill in town.
She laid in her bed, not speaking, staring at the ceiling, occasionally
erupting in fits and convulsions. The local doctor, unable to come up
with any known malady or cause, suggested it might be a result of witchcraft.
Rev. Foster and Solomon King began interviewing the girl's friends, Susan Marsh
and Prudence Gould. After some time, they pointed to Rev. Foster's servant girl
Tituba and a local beggar woman Sarah Good. These women were arrested and
charged with witchcraft. Shortly after their arrest, Ruth recovered.
John Hale, an expert on witchcraft, arrived in town, attracted by the case.
He acted as an expert witness for the trial, educating the town elders on the
nature of witches and their tricks. Susan, Prudence and Ruth accused other women.
When the trial date arrived, the three town elders, Solomon King, Roland Thornton
and Jacob Goodspeed presided as judges, Samuel Watson acted as prosecutor. Those
that did not confess and repent, were convicted and hanged.
The hangings sent a shock through the town. Some began to question
the trials and quietly speak against them. While Susan and Prudence continued to
accuse folks of witchcraft, Ruth ceased to support their claims, apparently
disturbed by the hangings. John Hale, began questioning the trial procedures,
and eventually began defending the accused.
The accusations fell on more and more reputable people. Elizabeth Walters,
the town midwife was accused. The last 6 babies delivered in town were still born
or died soon after birth, one of them her own. The accusations say she used
witchcraft to kill the babies because she could not have one herself. Her assistant
Rebecca Goode stood at her hearing and defended her character, but her own uncle
by marriage Thomas Walters supported the accusations. Rebecca was accused shortly
after the hearing. Susan Marsh accused her friend Prudence, then the very wife of
the Governor. In response to that last accusation, the Governor has sent a
commission to Salem, they will be arriving tomorrow. The final clemency hearing
for the last three condemned witches will occur tonight, along with the executions
of those who do not repent.
It is harvest time. The game starts in the evening 3 hours before the clemency
hearings. The witches are confined to the courthouse, but may mingle with the
townsfolk not otherwise engaged in bringing in the harvest. There is a buzz as
the townsfolk exchange gossip, rumors and hearsay….
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Game Space and LARP-ing
The game space will represent several locations throughout Salem, which the GMs
will describe for you. Please respect any areas designated "Off Limits", using
the space is a privilege we don't want to abuse.
Salem is Burning is a Live Action Role Playing game, or LARP. Players take on
the persona of a resident of Salem during the time of the Trials. Your character
packet includes information about your history and life before the game. It also
gives basic information on what you know about your fellow townspeople.
Additionally, it details some basic goals that you may try to accomplish during
the course of the game. Some of your goals might be directly contradictory to
another player's goals. This is intentional, not everyone will be able to accomplish
all their goals. Picking and choosing, making and breaking alliances and deals
are all part of the experience. You make the game happen by talking to the other
participants; a LARP is an interactive experience at its core. If you get stymied,
talk to other players, they might not have the information or help you need, but
maybe you've got something they have to have…and can be persuaded (or even blackmailed)
to help you get what you need from someone who does.
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Rules and Mechanics
The basic mechanics for the game are very simple. Each character has a number of
poker chips; these represent the effort and focus they can put to one or more actions.
These will not normally come into play very often. Any action which can be considered
'unopposed', such as opening a door, or talking to someone, simply happens. If you can
do it easily, you may generally assume that your character will not have any trouble
either. Only when there would be some doubt to the outcome of an action, such as
punching someone, or picking a lock, will the chips be needed.
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How Chips are Used
When you need to perform an action that might fail, you allocate one or more of your
chips to the task. If you are in a combat situation, you may allocate some of your
chips to 'attack' and others to 'dodge' as you choose. If you have a skill relating
to that task (such as 'long arms' when firing a musket) you add the numerical value
of that skill to the total number of chips you have allocated. This total is compared
to a target number. If your action involves attacking another player, the target
number is the total number of chips that player has allocated to dodging (plus any
appropriate skill). If you're attempting to affect an inanimate object (such as
picking a lock) the target number will either be indicated on it, or you may ask a
GM for it. If the total number of chips (plus your skill, if any) exceeds the target
number, you succeed. Note-you need not use all your chips unless you choose,
sometimes it's better to hold some in reserve for defense, or to conceal your true
abilities. If your total number matches or is less then the target number, you
haven't succeeded. Some actions (such as combat) may be repeated, others might not,
depending on the circumstances. Some characters may have special abilities which
require them to temporarily or even permanently sacrifice some of their chips.
These abilities will be detailed on cards in the character packet. If you have
any questions, feel free to ask them during the pre-game briefing.
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Combat
Occasionally, you might encounter a situation that can't be resolved without beating
on someone. Combat is played out in 'rounds', for ease of resolution. Unless one
person has made a genuine effort to achieve surprise, all players involved are assumed
to be aware that combat has started. A general announcement of 'Combat' should be
made by the player initiating the attack, loud enough for anyone in the immediate
area to hear. This allows any player interested in participating in the combat to
do so. At the beginning of each 'round' of combat, all involved people state who
if anyone they intend to attack, as well as who they intend to dodge. Each player
may only make one attack per round, however they may declare dodges against as many
players as they like-subject to the limit of their total chips. At least one chip
must be allocated to each action. Even if a player has a skill in the action, at
least one chip must still be used. If a player has a skill in 'dodge', he may count
that number with every dodge made during a combat round. Once everyone has had a
chance to declare their actions, things are ready for the next step. On the back
of each player's nametag is a number. The first digit of this number is that
character's initiative. This determines the order attack actions are resolved
(dodges always occur simultaneous to the attack). If two or more combatants have
equal initiative scores, their actions are considered to happen simultaneously.
The attacker's chips + skill are compared to the defender's chips + dodge. If the
attacker exceeds the defender's total, a 'hit' has taken place. Each type of
attack does a specified amount of damage. A punch/kick does 1 point of damage.
A knife does 2 points of damage. A gun does 4. These points of damage subtract
from the health levels of the defender. A person has 4 health levels, total. When
all of these are subtracted, the defender falls unconscious. If a character is
knocked out during a combat round before they've had a chance to act-their actions
are forfeited. An unconscious person is at the mercy of all around. They may be
searched, and all possessions taken or even killed out of hand. If an unconscious
person isn't killed…another player may 'revive' him or her by spending a few
moments to bandage them (just spend a minute or two of real time declaring this).
The unconscious character then awakens with 1 health level restored. If no one
aids or kills the unconscious character, they may awaken on their own after 5
minutes of real time have passed, again with 1 health level restored. There is
no other natural healing in Salem is Burning, combat is not something to be entered
into lightly.
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Contingency Envelopes
Your character may have what are called "contingency envelopes." These are sealed
envelopes that contain additional information or instructions that you may receive
during the course of the game. Contingency envelopes are only opened when specific
criteria are met, the requirements for opening an envelope are written on the outside
of it. These typically are "When you see……", usually referring to the description on
another player's nametag. Note-the trigger for opening a contingency envelope is
nearly always something seen in writing. There may be exceptions to this case, but
those will be clearly laid out on the envelope. If in doubt, please ask a GM before
opening an envelope, as it may contain information your character can't access yet.
When the criteria are met, you may immediately open the envelope, and act upon any
information you receive. Instructions contained inside should also be followed as
soon as possible. Again, please ask a GM to clarify any confusion.
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Abilities and Role-Playing
The game is played on the honor system, while the GMs will do their best to ensure
smooth and fair play, it's ultimately up to you to ensure that it happens. There is
no winning or losing in a LARP, and no prizes to be won, except enjoying the game.
There may be situations where you will be expected to 'not notice' something another
player is doing, even if it directly involves you. You won't have to wonder about it,
if it happens, you'll be shown an ability card detailing what happened. If you are
not specifically told you are unaware of something-you may act on the knowledge that
it happened. If you are shown an ability card telling you that you 'aren't aware" of
something, you should continue to play your character as if you had no knowledge of
what occurred, this is the essence of role playing.
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Character Goals
Your character has been given several goals at the start of the
game-these are objectives your character would like to achieve,
if possible. However, you are not limited to what goals are in
the document, you are encouraged to set your own course in the
world. It may not be possible to achieve all of your goals, and
it's also possible-even likely, that another character might have
goals in direct opposition to yours. You might have to sacrifice
achieving one goal to accomplish another, even make deals with a
putative enemy to achieve your ends. Accomplishing the goals we've
outlined for your character should not be used as a measure of
success or failure in the game, the real test is simply if you
enjoyed trying. If the answer is yes, then you win, and we did
our job properly. So now we invite you to put the 21st century
behind you, and join us in an earlier time, when evil stalked the
night, and good people stood firm against it.
Welcome to Salem.
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