The Drinklings
The Drinklings
The Drinklings
Practicalities
The Drinklings is designed for anywhere from 4 to 8 people: 5 or 6 is
probably the best number. Either with a separate facilitator; or one of the
players can facilitate, as preferred. It lasts about two and a half hours.
~2~
Script
This script is written for you as facilitator of the larp, so it talks about ‘you’
and about ‘they’ meaning the players. If you are going to play a character in
the game yourself as well as facilitating it (which is a lot of fun!), then make
the obvious changes. It is assumed that the facilitator’s character will be the
Chairman of the group, whether you’re playing it as a full character or just
for the purposes of facilitation.
Setting
This larp has a historic setting – the 1930s. It’s important not get too
obsessed with historical detail and authenticity, so the players don't feel too
awkward about improvising ideas -- but the 'feel' of the period is worth
having. We’ve included a briefing document about the 1930s, which you will
read out to set the scene.
Alternatively, it’s fine if the players (or the organizers) choose a different
setting beforehand, and maybe dress up a bit in the appropriate style.
Schedule
The larp runs like this:
Round 1 20 minutes
Intermission 1 5 minutes
Round 2 20 minutes
Intermission 2 5 minutes
Round 3 20 minutes
~3~
Intermission 3 – the Career 5 minutes
Close 5 minutes
Round 4 in particular will run longer with more players, so if you have 7 or 8
in your group, allow more time.
Setup
Introduce yourself by name, and ask all the players to introduce themselves.
Explain what the larp is (perhaps by reading the Introduction) and that it
consists of four rounds. Explain that each round is played out in real time,
but the intermissions inbetween do not represent fixed periods of time – how
much time passes during each intermission is up to the players to decide.
The next round could be the very next meeting, or half a year later, or ten
years later if that fits the game.
Read out the following briefing about Britain in the 1930s, and about the
historical Inklings group of writers.
(If the players agree beforehand that they’d like to a setting other than
Britain in the 1930s, or if you’ve decided as organizer to use a different
setting, that’s fine: adjust accordingly.)
~4~
Briefing – the 1930s
The United Kingdom in the early 1930s was an uncertain place. Millions of
its young men had been destroyed in the Great War, which cast a shadow
over every family. Those who survived the conflict, and are now middle-aged,
may still bear mental scars. And it seems as though the lessons have not been
learnt – the ‘war to end all wars’ did not succeed in bringing peace to
Europe. From the British Isles, the view across the water is deeply worrying,
as Fascism starts to rise, and as the Great Depression begins to bite.
But here in Oxford, at the ancient seat of learning, it’s possible to lay aside
such concerns – or even to be unaware of them. The fabled ‘ivory tower’
allows those who are academically gifted to pursue their studies, undisturbed
by news from outside – and often not even having to worry about teaching
students. The sunlit college lawns, the gentle chimes of the chapel bells, the
dusty, leathery smell of the great libraries – all this is conducive to reflection,
to abstraction, to unworldliness.
The Inklings were a group of scholars and writers based in Oxford in the
1930s and 40s. They included JRR Tolkien, CS Lewis, Charles Williams, and
a number of others who were notable at the time, but to whom history has
been less generous. The group met every Tuesday evening, in a pub called
The Eagle and Child: to discuss their works in progress, and to support and
critique each other’s writing.
The characters in this larp are not The Inklings: but they are inspired by
them. You can choose, as players, how close you want to play to the historical
group, and how serious or how light a tone you want to set for the larp.
~5~
Mood
Help the players agree the mood of the game. This should be set by group
decision. Maybe it’s super over the top satire, or it’s very small means drama
about escaping the dreads of WW1. It could also be ambivalent, if the stories
of the things they write is a symbol of their real-life relationships. Tell the
players to keep their discussions short and snappy. Emphasize the comedy
and lightness of the game.
Ask the players how they want to handle sexism and gender prejudice. There
are basically two options:
Discuss safety techniques [Cut, Lookdown, The Door is Open]. Say that while
this is not intended to be a deeply serious and affecting larp, people should
still be considerate of themselves as players.
~6~
Rounds
Read out these next three paragraphs, which tell the players about the round
structure, and what the theme of each of the four rounds will be:
The game is divided into four rounds of beer (or something else, for players
who don’t like drinking beer). After the fourth round, the game ends. When
a new round begins, time in the game has shifted. The players agree together
on how long. It can be next meeting, several years or just an hour (and
several pints) later. Each round is not necessarily the first round of the
meeting in question – if you need an explanation as to why people have
already had a few beers.
Each round should normally end fairly naturally, when the players are ready
for it. Tell them beforehand that it should take about 20 minutes. Tell them
that any of them can suggest to end the round by saying something like: “I
don’t know about you chaps, but my throat’s getting dry, after all this chit-chat. What
say we send for another round of beer?” If the others agree, then the round ends.
(Or someone can maybe get in one closing remark and then the round ends.)
If after 20 minutes this has not happened, then the Chair should suggest the
end in the same way.
Then the players go off game for a short intermission (until the new round of
beer arrives), during which they draw new cards and decide together how
long it has been since the last round. The game starts again when the Chair
takes the first sip of the new round.
Round 2 – Personal drama and weakness – “Into the breach, dear friends”
~7~
Making characters
Spread out the three mini-decks of character-design cards on the table, and
help the players choose the elements that will make up their characters.
Each player will choose and take three character-design cards – one of each
type – from the selection available:
Job title
Field of research
Title of work
There are some ‘choose your own’ cards, for players who prefer to design
their own elements.
Explain that the job title cards are intended as an indication of relative
academic seniority – by default, fellows should defer to professors, students
should defer to everyone, etc. Although as your characters are all friends
here, some of these differences can become less important with familiarity.
(In a less serious run of the larp, you can leave out the ‘choose your own’
cards and just assign each player one of the existing cards of each type at
random – they will have to make sense of the combination as best they can.)
Give out pens and name labels/badges on which the players can write their
characters’ names and titles (eg ‘Professor Harley Smith”), and stick them to
themselves so the name is visible to other players. Then give out the blank
character sheets: the players should now write the relevant data from their
chosen cards onto their character sheet.
Lore
Now spread out the nine different Lore inspiration cards on the table. Each
player choose a selection of elements from them (maybe one from each, but
it doesn’t have to be), and compose a few sentences to describe the basis of
their character’s writing. (This time, they shouldn’t take the cards away – they
have to share them with each other.)
~8~
Example: “An epic about a post-apocalyptic galactic nation, set on a distant
empire planet that has started to die. Inspired by space science and ancient
Atlantis. The piece is heavy with world lore and the story is a bit in the
background, but follows one of the ruling families that tries to find the
ancient blueprints to space travel, so they can escape the dying world. No
sexual content. A lot of strange creatures and heavy with symbolism.”
If the players would like to compose this lore summary in the form of a blurb
– like a publisher might put on the back cover of a book – then that’s great.
As long as it communicates the general intention and flavour of the work.
(If players would like their characters to develop further links with each other
– apart from writing and drinking – then that’s absolutely fine. Perhaps they
go to watch the moving pictures together, or they like rowing small boats on
the river. Or one might be the babysitter of the other’s children. But the
important message is: they should feel free to create these things during the
game, not spend time on them during this setup phase.)
If the players would like a transition into the game, you can manage this by
asking them to close their eyes, think about their character, think how they
talk and feel, and when they open their eyes, they are in-game – or
something like that. This shouldn’t really be necessary, though.
~9~
The Game
Round 1 – Positioning against each other – “Friend or foe?”
This round is about being the best, and the smartest, and getting the others
look bad while you look good. It’s about ’splanation of linguistic details when
inventing your own language, and that elves is a vulgarisation of the gaelic fae
and so on. But always polite and with “well that is all right you old chap”
attitude. No outright attacking or hostility – that should be saved for the
second round.
Round 2 – Personal drama and weakness – “Into the breach, dear friends”
Backstabbing, back-talking and being weak. Trying to hide pain or failure, by
boasting larger. Being overly intricate about the work, and try to get others
to say something nice. Quarrelling, and breakup of friendships.
(Note: you may have picked up intermission cards that seem to go against this mood:
but you as a player should choose how you want to enact the intermission cards.
Similarly in subsequent rounds.)
~ 10 ~
Intermission 3 – the Career
Off game – preparing the epilogue (but not too much). The players will each
independently be deciding about the rest of their own character’s career up
until death – with no cards, just inventing the story as required. They can
make notes for it on the back of their character sheets. Make the players
switch seats randomly before the start of the next round.
Basically, the message is: They were all great geniuses. Each player, in the
persona of a literary critic, says a short memorial over the Drinkling that they
played and that their critic is an expert on. It can be assumed that the event
is some sort of informal celebratory colloquium.
After this speech (which should only be a couple of minutes) the critic should
take and answer questions from the other critics. This will allow them to
develop their ideas, and to make callbacks to earlier material if they wish.
The Chair continues to help people keep it short(fish), fair and sort of
drunkenly snappy according to number of players. The time budget is about
five minutes total (speech plus Q&A) per critic.
Close
If the players would like to talk through their thoughts and feelings about the
larp, the usual kind of round – each person talking for a minute or so,
uninterrupted – is fine. But Most likely it won’t be necessary: the gathering
can just degenerate into chatting.
~ 11 ~
Intermissions 1 and 2
Each player draws an Intermission card randomly (or choose one, in a more
serious game) during Intermission 1, and again during Intermission 2. It
represents the major event that has happened to their character during the
period since the last round. (After a card has been chosen, it should be
discarded – so the same event doesn’t happen twice.) Of course, they can also
invent other things that have happened to their character in that time.
If a player really doesn’t like the card that they’ve drawn – or if it doesn’t fit
the established facts, for example talking about a spouse when they have
none -- they can put it back randomly into the deck, and draw a different
one. But in general there should be a spirit of going with whatever fate has
thrown at them, and making it somehow fit the story.
People might wonder, for example, about how a card about hating a fellow
group member can be made to work in the spirit of the third round, which is
about friendship. The answer is that they can start the round hating, but by
the end of it they find a way to be friends.
At the end of the Intermission, if there’s a major life event that the other
characters would all know about – for example, if a character got married –
the player should share this with them (out of character). But keep it to one
sentence maximum! – you don’t want people to go on about details of what
has been happening in their characters’ lives. They should instead aim to
bring that out during the following round. Similarly if they want to invent
major outside world events: do it during the round.
Acknowledgements
Thank you to our lovely playtesters! – and to the organizers of A Week in
Sweden 2018, where The Drinklings first ran.
~ 12 ~
The Drinklings character sheet
Player name:
Character name:
Job title:
Field of research:
Title of work:
Lore:
~ 13 ~
Job title cards
Head of Dean
Professor
Department Known as
Known as
Known as “Dean [Smith]”
“Professor
“Professor
[Smith]” Not so senior in
[Smith]”
their subject, but
One of the most
The leader of with a lot of
senior people in
their subject at responsibility
their subject
the university over students
Junior
Postgraduate
Researcher
Known as
Known as
“Mr/Miss
“Dr [Smith]”
[Smith]” Choose your
Just getting own job title
Still studying,
started in life as a
working on a
professional
doctorate
academic
~ 14 ~
Field of research cards
Ancient Languages
Philosophy
History Sumerian
Ethics
Mesopotamia Ethiopian
Logical
Egypt Celtic
Positivism
Etruria Gothic
Stoicism
Rome Slavonic
Neo-Platonism
Athens Indic
[choose your
[choose your [choose your
own]
own] own]
Classical
Law Modern
literature
Criminal literature
Homer
Jurisprudence Shakespeare
Virgil
Contract Milton
Horace
Tort Dickens
Dante
Constitutional Austen
Chaucer
[choose your [choose your
[choose your
own] own]
own]
Natural
Miscellaneous
Sciences
Archaeology
Physics
Anthropology Choose your
Zoology
Folklorics own field of
Botany
Music research
Chemistry
Mathematics
Geology
[choose your
[choose your
own]
own]
~ 15 ~
Title of work cards
Choose your
The Dark
The Eclareon own title of
Argument
work
~ 16 ~
Lore inspiration cards
Structure Genre
Style
novel high fantasy
archaic
trilogy low fantasy
ornate
epic poem historical-
plain
collection of magical
imitative
episodic stories space opera
[choose your
[choose your [choose your
own]
own] own]
Content Theme
journey religious faith Inspiration
war and inevitable myth
politics doom dream
personal human literature
drama exceptionalism religious texts
adventure family duty [choose your
[choose your [choose your own]
own] own]
~ 17 ~
Intermission cards (3 pages)
You discovered
You are inventing a
You burned your tantric sex and your
whole new language
manuscript in a work has taken a
for your opus, but it’s
drunken rage. sexual turn. Try to
a lot harder than you
Choose a new title make it look like that
first thought. Ask for
and lore. is a sophisticated
help.
choice.
~ 18 ~
You have received
You are suing one of
thirty-eight rejection Your spouse has
the other writers in
letters from threatened to leave
the group, because of
publishers. You are you unless you give
the atrocious theft of
beginning to doubt up ‘that silly writing’.
your core concept.
yourself.
~ 19 ~
Something another
member of the group You are starting to
said in the last have doubts about
Your spouse is giving meeting has been your lore, and want to
you a hard time, really bugging you, try to subtly seek
preventing you from and you have an support from the
writing, and you need itching need to sort it others without
support about it. out. Did they really revealing that you
mean to call you a have any quandary
tragic old bugger [or about your work.
other very English
insult]?
~ 20 ~