Titan has fallen

It is a role-playing scenario in the world of “Game of Thrones”, which can either be done without props (more than pen & paper) or in the appropriate setting as a live role-play.

type: LARP
purpose: Group discussion, negotiation, finding compromises, bluffing, strategy, alliance agreements and Abstraction skills (Debriefing)
no. of players: 7 (exactly), from approx 14 yo
time: 3 hours
prep time: 1 hour for print-outs
materials: printouts
RPG: yes
necessary prior knowledge of Game of Thrones 

Preparation

  • One room is adequate, but participants could and should be able to move around freely, talk to each other individually and alone, and leave the room if necessary.

  • Table

  • Pens and Paper

  • Printed character sheets for the players

  • Possibly short explanations in advance by the Games Master

Game

Preliminary note

The scenario is set in the world of George R. R. Martin. Since the series of books has not yet been completed, the scenario is based on the HBO TV series. It is also possible to move the scenario to other or specially created fantasy worlds. However, since the series was a great success, we are using this world as an additional motivation for interested people and players …

Note: If some players are not familiar with it, others are, the setting or a short introduction to the world can be done jointly by the experienced players and the game master. This offers additional interaction in the group. The explanations do not have to be too detailed, but should only give a rough overview.

 

1) Introduction

It begins about three months after the end of the series. Bran the Broken is King of Westeros, or more precisely, of only 6 kingdoms, as the Kingdom of the North is now run independently again by his sister Sansa. And the rest of the realm and most of the houses lies in ruins.

Kings Landing as well as many other cities, towns and kingdoms have been destroyed after the war and the many battles for the succession of Robert Baratheon and the invasion of the White Walkers and the Dragon Queen Daenerys Targaryan. It is a time of rebuilding and change.

The king and his Hand (“Hand” =  the King’s advisor) have called together various nobles of the country to discuss the new status. Each of the envoys has an audience with the king for the next morning, where they will be heard for fifteen minutes. Since Kings Landing was largely destroyed by Daenerys’ dragons, there are no official quarters for such guests. Therefore, everyone has been put up in an inn, the Blackwater Inn. It is here that the ambassadors meet ( apparently by chance)…

Even if the Game of Thrones seems to be over and the Iron Throne melted in the fire of the Dragon’s Breath – the long summer seems to be over and Winter is still coming … The whole setting is an inn in Kings Landing near the seat of the king, the ruins of the Red Keep.

 

2) Preparation

The game master briefly describes the scenario so that the players know roughly what to expect. Then the roles are distributed. This can be done blindly or by drawing randomly or depending on preference.

Players should be given some time to familiarise themselves with their roles. If it is not a live role play, the players should also make some notes to expand their character and to be able to play it out better.

A possible character sheet for this can be found in the appendix.

This should take no more than about 20 minutes.

 

3) The Roles

  1. An Ambassador of the Iron Bank from Braavos
  2. Captain “Saltcliffe” from the Iron Islands (House Greyjoy of Pyke)
  3. Lord / Lady “Ambrose”, Ambassador from the Reach (House Tyrell of Highgarden)
  4. Lord / Lady “Allyrion”, Ambassador from Dorne (House Martell of Sunspear)
  5. Lord / Lady “Redfort”, Ambassador from the Vale of Arryn (House Arryn of Eyrie)
  6. Lord / Lady “Manderley of White Harbour”, Delegate from the Independent Kingdom of the North (House Stark, Queen Sansa in the North)
  7. A Wildling from beyond the wall
  8. And a “Maester from the citadel” in Old Town (this person is played by the game master)

A more detailed description of the roles, what the ambassadors and emissaries want, who they get along with and so on can be found in the appendix (the character sheets have already been created for the sake of simplicity, so all you have to do is print them out).

 

4) Implementation

4.1. Beginning

After the setting has been briefly explained and the players have been able to familiarise themselves with their characters, the game begins!

Open questions should be clarified in advance.

The game leader should (depending on ability and mood) at least briefly try to describe the atmosphere in the destroyed Kings Landing. After that (again depending on the players’ desire and experience) it’s on to describing the tavern, the Blackwater Inn.

“After arriving at the inn and taking your belongings to your rooms, you enter the low taproom at the Blackwater Inn. It is very late in the night. Dark ceiling beams, a large fireplace to heat the parlour, a wooden counter and a single large table in the taproom are the predominant furniture. A person sits at the table, the stranger can easily be identified as a maester from the citadel by his robe and the various symbols on his chain or belt…” (and so on) …

The players should have a short time to describe their characters. If necessary, they introduce themselves briefly  or longer to the other guests, and this is when the first approchements or dislikes begin. The maester can open the conversation neutrally for everyone by asking the others why they are in King’s Landing. At this point there should already be some potential for conflict.

This is where the settling-in period takes place. You should allow about 10 to 20 minutes to see how the characters behave and interact with each other. The game leader should play the role of moderator, an interested but completely neutral Maester. This serves to identify the individual positions. But the maester kindly reminds those present that it is important to work together to rebuild the empire.

    • Settling in phase
    • Create an atmosphere
    • Allow open exchange
    • Points of view of the characters should become clear (if necessary, the maester has to ask decisive questions)

Duration: Approximately up to one hour

 

4.2. The Twist

The Master receives a message from the Citadel (intended for everyone):

Braavos was destroyed by a huge tidal wave last night. Most of the people are fleeing and seeking shelter. However, the land route to Pentos is too far and so many people set off in small boats across “The Narrow Sea” towards Westeros.

Players should be given some time to consider what might change for their role.

Now the individual messages come thick and fast. Since the people present are high ambassadors or at least emissaries, messages are sent to them from various directions via the maester. These messages are not for everyone, but only (!) for the individual players. Write them on extra pieces of paper to hand them over individually. It is up to the game leader to hand out the messages at the same time or to delay them from time to time – this also depends on the flow of the game. The game leader can decide on the order of the messages.

 

Message from Braavos to the Braavosi:

The bank’s gold has been swept into the sea and is lost. Now all we have left is a stone-cold bluff. Make sure they help us in Braavos. And do it quickly!

 

Message to Greyjoy:

We heard of the destruction of Braavos. Perhaps the remaining oh-so-high houses will need our ships after all?

 

Message to Tyrell:

We heard about the destruction of Braavos. The tidal wave will cause food prices to skyrocket. This strengthens our position!

 

Message to Martell: 

We heard about the destruction of Braavos. Our luxury goods will find less sales. Nevertheless, try to bargain well for our food. After all, they are needed.

 

Message to Arryn:

We have heard of the destruction of Braavos. Our coast is difficult to access, but not as defensible as the canyons around the Eyrie. We have no place to settle people there and will be overrun by strangers. Prevent that. If need be, we will give our stone for building for free … (?)

 

Message to Stark:

We heard about the destruction of Braavos. A new wave of refugees should not hit the North. The Queen is already concerned about the wildlings that need to be settled. (Besides, your home of White Harbour is quite accessible to refugees from Braavos …) We can’t take any more!

Tell the wildling that they can certainly get rid of their furs and clothes if they do it right. Clothes could be very well used right now …

 

Some time later, another message reaches the maester, this time from the king’s seat of government (again intended for everyone):

Due to the destruction of Braavos, the King will not find time to hear each one individually. Instead, the ambassadors are asked to agree on basic things together and make a joint proposal for all their houses to the Hand of the King on how to reuniting the old and new kingdoms. For this purpose, they are to agree on one single speaker who will present the proposals.

The hand will be at the “Blackwater Inn” in 2 Hours! After that he will report to the king directly …

 

Duration: Not necessarily longer than two hours

 

4.3. Ending

The players should negotiate their own positions and agree on a common line. Will they change or have to change their course due to recent circumstances? Will they be able to agree together without a mediator or only through careful mediation from the maester (whom they may ask at any time)? The joint proposal should be presented to the Maester (as a rehearsal) in order to “practise” it before Tyrion appears …

The round is intentionally limited in time so that the negotiations do not get too out of hand. Depending on how the game goes, the Maester should intervene. He can offer to play Hand of the King so that the proposals can be practised. He can offer to write down individual positions to make the joint proposal binding. The game should be timed, even if some parties cannot agree or deliberately refuse …

 

Debriefing:

There should be a short break before the debriefing starts.

In the debriefing you should get together as a group and discuss the following questions:

 

1. About to play a role (short round)

  • How satisfied are you with the outcome of the negotiations, based on the position of your house?
  • Did you act according to the ideas of the people you were supposed to speak for and whose interest you represent or rather according to your own individual standards?
  • Did you feel pressured to represent other people and not just act according to your own standards and morals or did it not matter?

 

2. About Negotiations (maybe longer round)

  • Who did you get along with best and why?
  • Did you find it easier to get along with people who at least had similar interests?
  • How difficult was it for you to reconcile other people’s positions and principles with your own?
  • In general: Do you find it motivating to act as a spokesperson for other people’s interests or is it too disappointing to only be able to present compromises after negotiations?

 

3. About Abstraction and context (This is the key point in the whole scenario)

  • Do you think it is similar in Europe, when different interests have to agree on common goals?
  • How did you perceive the “refugee crisis” in Braavos in your reflections?
  • Were you also guided by humanitarian standards in the negotiations?
  • What role did these play in general? / Were you aware that these people needed help quickly and not “bureaucratically” (as the saying goes)?
  • Were you aware that it was not just about any refugees, but that educated people and academics, craftsmen and workers could also come to Westeros from Braavos, who could be involved in local reconstruction? Braavos is, after all, a highly civilised society ( even if decadent) … or did that not matter?
  • Do you think that refugees are only a burden or can they also be useful for a society in a positive way?
  • How did you perceive that strong positions can suddenly become weak due to external circumstances? And the other way round, seemingly unimportant ones can suddenly become helpful?
  • With the war in Westeros finally over, did you feel safe or strong enough to help the Braavosi? Or were you more concerned with establishing your position in the rebuilding of the empire in order to gain influence?
  • Did you notice similarities in terms of European ideas and ideals?

 

After reading the scenario you might have your own questions about the game or the participants. Write them down during the game if you notice anything in particular!

Creator:

Christian Seibel