A proposition, outlining the basic idea around co-creative narrative play, as outlined in
"The Extraordinary Adventures of Baron Munchausen" as transcribed, edited, and paraphrased by the Right Honorable Mr. James Wallis, gentleman, in coordination with Hogshead Publishing:
"The Rules in Brief: A synopsis for those who have not been paying attention"
.."A group of nobles are gathered in a location where there is a good stock of wine, and pass the long evening by entertaining each other with tales of their travels and surprising adventures. Little respect is paid to the historical details, scientific facts or the bounds of credibility.
[1.] Each player begins the game with a number of coins equal to the number of players. This is your 'purse'. The person who last filled the party's glasses turns to the noble on their right hand, and asks them to tell a story on a particular theme by saying, "So, Baron, tell us the story of..."
[2.] The player MUST respond with [EITHER] "Yes", in which case [they] must tell the story, OR "No, my throat is too dry for that story," in which case [they are] allowed to forfeit [their] turn but must buy a round of drinks for the assembled company. Thus becoming the person who last filled the party's glasses, [they] turn to the person on [their] right and give ... a subject for a story in the same way.
[3.] In telling a story, each player should try to outdo the previous story-teller, with a story that is bigger, wilder and brings more glory upon themselves. Stories should be told in the first person and not be too long -- about five minutes is good.
[4.] Other players may interrupt the story-teller with objections or elaborations to points of their story. This is done by pushing a coin from their purse -- the 'stake' -- to them and saying, "But Baron..." (or, in the adult version, draining one's glass, pushing a coin across the table and saying, "But Baron...") followed by the relevant objection, Interruptions should be used to put amusing obstacles in the way of the Baron's story, not to nit pick. A player with no coins may not interrupt.
heterotic — 11/14/2021
[5.] The story-teller MAY EITHER accept the interruption (and the stake) and explain it or [buidl] it into [their] story, OR [they] may disagree with it. If [they] disagree, [they] may add one of [their] own coins to the stake, and dismiss the interruption out of hand. [They are] also allowed to ridicule the asker for believing anything so stupid and for doubting [their] word. The interrupting player MAY counter by adding another coin to the stake and another insult, and so on. The player who first admits that they are wrong claims the entire stake, if it is the story-teller then they MUST build the interruption into their story, as above.
[6.] The only interruption that is not allowed is "But Baron, weren't you killed?" or anything else suggesting that the story-teller should have died, because the response to that has to be "No".
[7.] Direct insults to any player's truthfulness, parentage, or claims to noble rank may be answered by a challenge to a duel, which is settled by [a series of three rounds of voting of the players present, excluding the participants to the 'duel', who are each given a single chance to present a case prior to each round of voting]. The winner receives the loser's purse, the loser must drop out of the game.
[8.] A story finishes in one of two ways. Either the story-teller concludes it with a vow as to the truthfulness of the matter or an offer to duel anyone who does not believe [their] word; or one of the other players drinks a toast to the [story-teller's] health and [their] story. The story-teller then challenges the person on [their] right to tell a new story, as described above. There are other ways to end a story in an emergency: see the main text. [p. 15, supra]
[9.] Once all the players have told one story, the player who began announces that [they] must retire to check on [their] horses, or some such. "But, by my word," [they say], "I declare that the story about --, told by --, was the most extraordinary story I have ever heard," and pushes [their] purse over to that player. (The 'coins' are not added to this player's purse, but become part of their 'bounty'.) Each player takes a turn to pledge [their] purse to [their] favourite story, and the [player] with the largest bounty at the end is declared the winner and must buy a final round of drinks. However, [they are] also allowed to pose the question for the first story of the next game, whenever that may be played."
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