Roleplaying Tips Weekly E-Zine Issue #394
Court Etiquette: Do's and Don'ts
Contents:
This Week's Tips Summarized
Court Etiquette: Do's and Don'ts
- The Rules Of Rank
- Addressing NPCs Of Rank
- Rules Of Fealty
- Rules Of Behavior
- Getting Heard In Court
Readers' Tips Summarized
- You Are Not Mel Blanc
- Use Props As Clues
- Call of Cthulhu - Tips For New Players
Johnn Four's GM Guide Books
XRP Releases PDF of Final Relics of Olindor Adventure
The PDF of 1 on 1 Adventures #10: Vengeance of Olindor is
available at YourGamesNow.com, the publisher cooperative.
Crafted for 1 GM and 1 player (level 8-10 Rogue), this
adventure is the final installment of the Relics of Olindor
trilogy. Journey into the heart of Granite's End, an island
prison, to find the fabled Vengeance of Olindor!
Final Relics of Olindor Adventure at Your Games Now
Return to Contents
A Brief Word From Johnn
Gary Gygax Passes On
It is fitting that Gary Gygax left us on March 4th - GM Day.
His legacy lives on, and it is amazing to think how D&D and
RPGs have had an impact on us all. We set up a forum thread
at work for folks to pay their respects and say goodbye.
Feel free to drop in and add your own farewells.
Bioware Forums: Gary Gygax
5 Room Dungeons Volume 14 Now Available
The next volume of 5 Room Dungeons contest entries is now
ready for download. Featured in this volume:
- Caravan of Courage
by Nathan Wells
- Escape From Slavers' Isle
by Jason Kemp
- Vault of the Wiglord
by Ken McCutchen
- The Towers of Wisdom
by manfred
- Through the Maze
by Margaret Coffey
Download (PDF 1 MB)
Previous 5 Room Dungeons
Have more fun at every game!
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
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Return to Contents
Court Etiquette: Do's and Don'ts
By Stephie
Originally posted at Strolen's Citadel
How many plot lines or quests has a DM or player dealt with
that were nobility-driven? When dealing with nobility and
court settings, players sometimes skip the roleplay aspect
and jump straight to behavior such as, "I bow, greet all in
the court, and ask the Duke for his assistance." While in
most scenarios this type of action is sufficient, taking it
a step further can enhance gameplay (or maybe even
manipulate a plot line).
This article intends to teach the basics of courtly behavior
among the nobility. The more players/characters that
understand courtly etiquette, the more pleasant the NPCs/
nobles will be by the smooth running of their courts, and
the happier the populace will be as they become capable of
having themselves heard and understood in court.
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1. The Rules Of Rank
Playing the courtly game requires learning the rules. These
vary by locale, but some things remain consistent:
- Know the ranking (and each character's place in it)
- Respect the ranking, even if you do not like a ranking
individual.
- Behave appropriately to and around the ranking. Rank (and
respect of it) is essential in courtly behavior.
The most important step is listed first: knowing the
ranking. Above the commoners are the Gentry, Nobility, and
Royalty. These are not interchangeable terms; they all mean
something different.
----- Sidebar -----
Rank order:
1st: Royalty
2nd: Nobility
- Dukes
- Counts
- Viscounts
- Barons
- Lords
3rd: Gentry
4th: Commoners
-------------------
Gentry typically are not noble. This status varies a great
deal from place to place, but usually it includes Knights
and Baronets, which is a title of hereditary knighthood.
Nobility usually includes such titles as Lords, Barons,
Viscounts, Counts, and Dukes, which have been mentioned in
order from least important to most.
If someone is born into a noble family, they are noble
whether they have a title or not. However, until they do
gain a title, they are of the lowest rank of nobility.
Royalty is a term for the family of the reigning monarch:
King, Queen, Prince, etc. Many people confuse nobility and
royalty. Nobles generally are not Royal, although Royals are
Noble.
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2. Addressing NPCs Of Rank
There is a great deal of intricate etiquette in ways to
address people of each rank. If you want to be safe, then
refer to anybody above the rank of Knight as "My Lord or
Lady." It shows you do not know exactly what to say but are
trying to be polite.
If you know the NPC has a noble title of some sort, then it
is safe calling almost any of them "Your Excellency." This
is a slightly more educated general term, but it is not
correct for untitled nobility or lordships. Still, it is
better to overestimate someone's rank than to underestimate
it.
However, just getting by is not the way to impress people at
court. It will keep you from looking rude, but it will show
you do not know much. If possible, use the exact honorific
when addressing a noble.
Here is a list of the most common honorifics:
- Knight, Baronet: "Sir" or "Dame"
- Untitled Nobles: "My Lord or Lady"
- Lordships: "Your Lordship or Ladyship"
- Barons, Viscounts, Counts: "Your Excellency"
- Dukes: "Your Grace"
- Princes or Princesses who will not inherit: "Your
Highness"
- Crown Prince or Princess in line for the throne: "Your
Royal Highness"
- Hereditary Prince or Princess who rules a principality:
"Your Royal Highness"
- King or Queen: "Your Majesty"
Never refer to a noble by just their first name, such as
"Hey, Alannen." It is like saying they are a common person
with no title. If it is felt this was done intentionally,
you could be called to a duel over a slight to the noble's
honor, or brought up on charges depending on the laws of the
land. At the least, it will make you look like an ignorant
peasant, which in some cases you might choose based on the
style of roleplay.
Even amongst themselves and in their own families, nobles
tend to refer to themselves by title rather than by name.
For example, "Lord Edward." Nobles do not belittle each
other in public by not using an honorific or title, unless
they are trying to insult them.
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3. Rules Of Fealty
A character could be born a noble, but until they have sworn
fealty to a greater noble and granted a title, they will not
have much to show for it.
A character could marry a titled noble, but that will not
make the character one. They would just be along for the
ride, so to speak. A character also cannot 'turn' into a
noble from a commoner in this way. Title is very much an
individual honor, not a default granted by circumstance.
This brings us to the subject of fealty, by which a title is
granted to a noble. Only the gentry and nobility can swear
fealty. Anyone else can make personal oaths of allegiance,
but it is not the same.
In the rare instance a sovereign grants a title to a
commoner, the commoner will be made a knight or a noble
first, so an oath of fealty can be taken.
Swearing fealty means you become a vassal to a greater
noble. You are required to support and aid your liege, and
they are required to look after you. If possible, a vassal
is usually granted land, legal jurisdiction to an area, or
some other important thing to look after, which is often
termed a benefice (requiring a formal ceremony, a contract,
and witnesses).
The second rule, respecting the ranking, is more important
than you might think. If one does not respect the position
of the lords, chaos will result. In a battle, it is
essential that troops listen to their commanders if they are
to prevail. So it is in society, where it is necessary for
the upholding of the law, order, and security to have
skilled leaders.
Lords and ladies are the framework upon which our
principalities' governments depend. Cities likewise depend
upon the organization of county justice and their guards.
Casually defaming the importance of these institutions is a
wish for disaster.
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4. Rules Of Behavior
The third rule requires perhaps the most study and practice:
how to behave according to rank. Here are some general
points about dealing with nobles, in court or out:
- Do not sit down if an out-ranking noble is standing in the
room.
- Bow or curtsy to a ranking noble upon arriving, leaving,
or being acknowledged by them for the first time.
During court, you should be as formal and respectful as
possible to the noble in question. You need to take what you
would normally do around a noble and multiply it by ten,
because any insult made to a noble during their court is
also multiplied by ten.
It is vital to understand that a noble's court is the
physical and public manifestation of everything their rank
stands for. This is when nobles take vassals, pass
judgments, and address their populace.
Here are some basic instructions for court behavior, as a
commoner or as a lesser noble:
- Ask for permission to speak, do not just start conversing.
- Be brief when you do speak.
- Do not waste their time.
- Do not approach the noble without permission.
- Do not bare any weapon or prepare any spell unless your
character is on the noble's personal guard or payroll.
And the most important: never undermine the authority of the
noble holding court.
This means:
- Do not expect to chat with the noble during court. Even if
you are the best of friends, this is not the place.
- Do not tell the noble what he or she should do.
- Do not question the noble's judgment during court.
- Once the noble makes a decision, never argue it in court!
- Never, ever cut off a noble while he or she is speaking.
They, however, are fully within their rights to interrupt
you. If a noble begins to speak, you should fall silent.
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5. Getting Heard In Court
How does one get their opinions and requests heard in court?
- Be exceedingly polite. If you want to be heard, do not
annoy the noble in charge.
- Do not speak constantly. Think carefully about what you
want to say, and say it just once. Constant chatter, even if
you have received permission to speak, makes the noble not
want to listen anymore. Make each word count. Make it brief.
- Follow the rules as given by the noble. If he or she tells
you to give counsel, use that time to speak. If he or she
wants you to write a letter, write a letter. If you are
supposed to talk to an officer appointed for that purpose,
do so. Thinking yourself above the rules impresses no one.
- Choose your battles. If you are always arguing, even if
you are right, you will look like an argumentative boor
instead of a useful advisor.
- Do not take it personally if the noble does not have time
for you. They are busy. Whining when being ignored makes you
seem petty and ego-driven. Nobles are not under any
obligation to cater to your ego. To be granted an audience
in a court is a privilege, not a right.
- Remember your place. You are not the one who has the
responsibility of decision-making and judgment resting upon
their shoulders. All you can do is help, and sometimes it is
most helpful to be silent or leave the noble alone.
- If you truly feel the noble's mind needs to be changed
about something, try to contact them when court is over.
They will usually be much less formal and open to changing
their mind away from court.
* * *
There are many finer points to courtly behavior of course,
but they are numerous and varied depending on the situations
and the different places.
[Comment from Johnn: if you are interested in more
information about medieval life, especially in a gaming
context, I highly recommend you check out this e-zine
sponsor's book, A Magical Medieval Society: Western Europe. ]
Return to Contents
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Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. You Are Not Mel Blanc
From: Danny East
Unless you've just finished your solo tour as a
ventriloquist, or are an actor in a one-man show, it is
likely most of your NPCs sound the same. Your dwarves
probably sound like your orcs; your elves are likely higher-
pitched gnomes; and goblins sound like halflings with a
cough. They probably often have an accent similar to the
almost British accent that was popular long, long ago, in a
galaxy far, far away.
There is a simple cure to this malady, that should at least
be attempted by you and your tabletoppers. You might have to
swallow a bit of pride and wash it down with a tall glass of
"I'm not an actor," or a cup of "I don't have enough
ingenuity to come up with all this stuff on my own," but it
will be worth the attempt once you're able to keep track of
and easily role play any race NPC.
It is a simple procedure. Take the race and couple it with a
known, real-world cliché race/culture. Here are some
examples that have worked well in my campaigns:
Dwarves: Classic Russian. They drink their "Woodka" and
wear circular fur hats. Everything they wear has some trace
of fur on it. They refer to each other as "Brootha" and are
passionate about their country and their wars.
Goblins: Cartoon Scottish. The pungent, recognizable aroma
of their scotch tends to hang like a flammable cloud around
their plaid kilts. The accent is difficult to mistake, too.
Elves: African. A culture steeped in ritual, family, nature,
and music. There is magic in the tribal dances and songs.
The long, colorful robes of nobility and the ruling class
are only outshined by the jewelry they wear. Be careful when
attempting an African accent. Remember that much of Africa
speaks French.
Orcs: Nordic. You know, like the Vikings. Exposed torsos and
legs, with bits of armor in all the places it probably
doesn't need to be. It's easy to play up the horned helmets,
clumsy but large weapons that hurt the wielders as much as
their enemies. Just imagine walking into a large, dirt-
floored hall, only to find twenty orcs blessing Odin with
their mugs and voices raised.
These are just a few ideas to get you started. You don't
need to use these specific examples - try some of your own.
Try mixing mind flayers with an Arabic tongue, or Chinese
Gnomes. Be careful with what cultures and accents you play
around with. There are some things just plain aren't right.
You don't want a French Kobold.
Using this technique helps make you a better actor, and is
useful in running a campaign. Using the above guidelines you
can identify an informant as smelling of vodka, with his fur
trimmed boots just barely peeking out of the leather cloak
covering his shorter body. Or listening through a door and
hearing a creaky voice whispering out, "Aye, Laddies,
MacThompson says 'e knows where she'll port at, and we've
got a fair chance of catchin' 'er guards a'slumberin'."
Use this technique to leave clues, as well. The party comes
to a hastily abandoned camp, only to find tattered strips of
plaid cloth and broken scotch bottles.
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2. Use Props As Clues
From: Patrick Riegert
Most people think visually. When someone says apple, you
don't think of the word apple. You see an apple in your
mind. Just as using a battlemat for combat encounters has
become essential for many, role-playing props and handouts
can add a new level of immersion and enthusiasm in non-
combat encounters and during down-time.
I once had a player whose background included having come
from a royal line, though his family (and most of the
continent) had been displaced generations earlier. All that
remained as a clue to those days was a single sheaf of
paper, old, yellowed, and burned.
I decided right away to create the actual piece of paper. I
typed it up using a fluid, archaic-looking font, printed it,
and wiped down the front and back with a damp tea bag. I
then turned on the oven to 350 degrees F and put the sheet
in for about 2 minutes, which was enough to dry it, giving
it the right yellowed look. Then I took a lighter and burned
the edges.
However, here's what made the handout or prop vital: there
were two places that had purposeful and significant scorches
or burn holes. There were also about half a dozen
insignificant burns so the player didn't immediately assume
I had burned away clues.
To give an example of a significant burn, one line said
something to the effect of:
"Seek out the Black Crown
lo! and within
its argent teeth
......"
The result? Not only did the player have an authentic-
looking prop that he could return to for reference, but he
thought his character was looking for a "black crown" of
some kind. However, what he ought to have been looking for
were the Black Crown Mountains.
The real beauty in this is that, because the player had the
prop as his character would have possessed it, both he and
his character believed they looking for a black crown. In
other words, it drew him into character and kept him
interested in his character's motivations.
So, use props and turn them into clues. Props that are just
one-offs not only take time, but players will ooh-and-ahh
for a few minutes...then discard them. Do something to make
props worth holding onto, increasing their value to the
players (and giving you a great deal of satisfaction, as
well).
A prop will continually be a source of excitement when clues
lead back to it, or it creates the hints. Examples might be
encoded words, number sequences, half names, a missing step
in important directions.
You can do this same sort of thing with a radio transmission
for a Star Wars, Call of Cthulhu, Shadowrun, or other modern
game. Record a message on your computer or a hand-held
recorder and use a brush on a piece of paper, or crinkle
paper, to create static. Use static to garble clarifying
bits, and let the players find out that they weren't
trivial. One word can change a great deal!
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3. Call of Cthulhu - Tips For New Players
From: Jay Shaffstall
Bella Online Role Playing Games Editor
In every game setting there are certain expectations. Role
playing game theorists call this the Social Contract. Play a
fantasy setting and you don't expect laser guns and bazookas
(at least not on a regular basis). Players don't have fun if
they expect one thing and the GM is expecting another.
I see a lot of people have trouble when they first play Call
of Cthulhu (CoC), because they bring expectations into the
game from other settings. This is especially true when a
typical Dungeons and Dragons player gives CoC a try.
D&D is typically heroic fantasy. Players expect their
characters to overcome the obstacles and win through in the
end, defeating the villain, often wading through hordes of
the villain's monsters on the way. That's heroic!
Call of Cthulhu is based on the works of H.P. Lovecraft.
Pretty much every story by Lovecraft has the main characters
going insane or dying. It's a horror genre where the good
guys don't win. At best, they merely stave off the
inevitable for a while.
Take D&D expectations into a CoC adventure, and you'll be
sorely disappointed.
Here's a list of what you can expect going into a CoC
adventure, and ways to have fun with it.
- Insanity
Based on books that are steeped in insanity as the final
result of discovering "what's really out there," it's no
surprise that Call of Cthulhu characters go insane fairly
easily. The system itself is designed to help them go
insane.
- Going insane is not a bad thing
Insanity in CoC models a character becoming more tuned into
what's really going on, and less able to interact with those
fools who are still living in blissful ignorance. One way to
get the most fun out of your character going insane is to
give them some goal in their background that they want to
achieve. As they become more insane, they will stop at
less and less to achieve their goal.
- Starting Sanity
Most new CoC players want to maximize their starting Sanity
score, partly because it makes it easier to stay sane, but
also because of a perception that a low starting Sanity
score means their character is starting out insane.
Unless you're deliberately creating a character who is
insane to start, all characters are sane at the beginning of
the game. The character with a high starting Sanity is just
more resistant to recognizing the truth when it is put in
front of her. Characters with low sanity are more accepting
of new ideas.
For the most fun in a CoC game, make your character's
starting sanity relatively low. She goes insane more
quickly, and you're able to act our her insanity through
more of the game.
- Death
Character death, in most game settings, is a bad thing.
Players go to great lengths to avoid having their characters
die. Go into a Call of Cthulhu game expecting your character
to die. Have them do stupid things (e.g. the sort of things
you yell at characters in horror movies for doing), as long
as they're in character.
A good CoC GM will not arbitrarily kill off your character.
It makes for a more exciting story to toy with characters
and let them live longer than it is to kill them off early.
Characters should die at dramatically appropriate times.
- Have Fun With It
Approach a Call of Cthulhu game not like you're playing D&D,
but as if you're starring in a bad horror movie. That will
get you into the right frame of mind to be able to enjoy the
game, rather than be frustrated when you cannot manage to
kill the monster or banish the demon.
Who knows, you might actually manage to save the world, and
end up writing your memoirs in an insane asylum, just like
the characters from Lovecraft's stories.
Return to Contents
Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
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