20 - Le Carnival
20 - Le Carnival
credits l e c a r n i va l
words and graphics by jim pinto Le Carnival is a story roleplaying game about the human oddities
(freaks) of a carnival during the Great Depression era. The Carnival
artwork by Felipe Gaona
travels the backroads of the Midwest farm belt and the Southern
proofing and assistance by James Glover and Martijn Tolsma states, visiting towns far off the beaten trail. Characters are carnival
Le Carnival is Game 20 in the Protocol game series. freaks who hopelessly seek a degree of familiarity, clinging to the idea
Inspired by GMZero. that somehow the Carnival is family. In fact, the “Brotherhood” of
the Carnival is based only on who earns the most for the ringmaster,
creating a twisted sense of meritocracy. The only true currency: fleecing
contents
the clueless rubes in the uneducated reaches of America.
Each game in the Protocol series is zero-prep for 3 or more players.
introduction........................................................................................... 2 The game length is exponentially long, so games with more players take
getting started...................................................................................... 3 more time to complete. The Protocol Series requires a deck of poker
motivations............................................................................................. 5 cards as well as tokens to track drama points.
relationships........................................................................................... 5 This series presumes some understanding of GMless game protocol:
gameplay................................................................................................... 6 scene-framing, shared authority, and so on. If you’ve never played a
scenes GMless game, try one of the GMZero games such as Dying Memoryes, or
opening scene........................................................................................ 6 George’s Children. A free pdf of game advice — GMZero — is available
vignettes................................................................................................ 6 for download at drivethrurpg.com.
interrogations..................................................................................... 6
interludes.............................................................................................. 7
ensembles............................................................................................... 7
introduction
scenes........................................................................................................ 8 Le Carnival is the twentieth game utilizing the Protocol game mechanic.
locations.................................................................................................. 8 Light and quick, the system gives players everything they need to start
spending drama points.......................................................................... 9 playing immediately, doing away with over-explanation and getting
optional rules........................................................................................ 9 right to the tools.
overview................................................................................................... 9 In Le Carnival, players take on the roles of directors outside the action
backgrounds.......................................................................................... 10 and characters inside the action, using the ebb and flow of four different
advanced roles..................................................................................... 10 scene-framing styles to tell meaningful stories about characters in
names....................................................................................................... 11 crisis. Specifically, they are human oddities in a carnival show, trying to
scenes...................................................................................................... 12 gain favor with the ringmaster.
character sheet.................................................................................... 12
kickstarter backers............................................................................ 13 terms
Carnie life is complicated. One cannot simply envision it through the
lens of television or folklore and understand it all. In researching this,
I found myself overwhelmed with terms and cultural information.
I recommend doing some research yourself online to know more.
Copyright 2014 © post world games and jim pinto.
All rights reserved.
roles
g e t t i n g s ta r t e d Roles provide flavor and context, but no mechanical benefit.
Each character is a sideshow “human oddity” in a traveling carnival. • Bearded Lady. Does this need an explanation?
As the story goes on, the freaks find themselves in a tug-of-war with • Contortionist. Capable of bending into “impossible” poses,
the other performers over who is the ringmaster’s favorite. True worth sometimes they had deformed limbs or no legs at all.
is measured in what money is brought into the show. The characters
• Dwarf. At the time, the term midget was used.
need names, roles, motivations, and relationships, as well as an
understanding of the carnival. Once each player has completed the • Elastic Skin Lady. Capable of pulling skin far away from the body.
following steps, you are ready. • Geek. Someone who bites the heads off of live chickens and snakes.
• Name your character • Giant. Obviously someone suffering from gigantism.
• Select one role for your character — this has no mechanical benefit • Horned Man. Born with a protruding bone coming from his head.
• Determine a character's motivation by drawing a card • Human Oddity. Alligator man, elephant man, hunchback, and so on.
• Determine a relationship between two characters by drawing a card • The Human Torso. Someone devoid of arms and legs.
• Determine elements about the game world • Hunger Artist. That’s right. He would starve himself for people’s
deck shuffling entertainment.
A standard deck of cards is shuffled at the beginning of the game and • Siamese Twins. Two players may choose to play this character.
again (only) if the deck runs out of cards. Used cards are discarded.
Do not return Motivations or Relationships to the deck. The same goes • Strong Person. Traditionally this was a strong man or wrestler.
for Scenes and Locations during play. • Tattooed Person. Tattooed women were “odder” than men.
The use of jokers is optional. Note: There are so many different kinds of human oddities, they could
drama points not all be included in this document. I did my best to pick the ones
Each player starts the game with one drama point and only gains people know. The advanced roles are nearly identical to this, but the
additional points during interludes and interrogations. See page 5. carnie terms lists more.
m o t i vat i o n s r e l at i o n s h i p s
Suit Suit
♣ Desperately ♣ Burden
♦ Responsibly ♦ Complex
♥ Vehemently ♥ Fortune
♠ Impulsively ♠ Ominous
value value
A Discovery A Survival
2 Freedom 2 Abuse
3 Pride 3 Loss/Reconciliation
4 Work 4 Codependent
5 Survival 5 Reliable
6 Wanderlust 6 Generous
7 Fresh Start 7 Long-Term/Siblings
8 Hunger 8 Contemptuous
9 Distance/Time 9 Obsessive
10 Family 10 Trust
J Retribution J Rivalry
Q Lust Q Anxiety
K Respect K Outsiders
Joker Joker
Draw two and combine the results Draw again, adding another character to the Relationship
The “Ten-in-One” or Sideshow was ten sequential acts under The blowoff is where freaks made their real money, never
one tent for one admission. This is where most freak shows having to give a cut to house, unless they wanted to.
took place, along with daredevil acts. Afterwards, the blowoff
would be the “provocative” events that you had to pay extra to Freaks often sold “pitch cards” (like trading cards). They had
see. These were not for children and included grotesqueries. photos and biographical information printed on them.
interrogations
g a m e p l ay (diamonds ♦)
While creating a story of their characters’ lives in a depression-era Interrogations involve the director asking questions to one character.
traveling carnival, the players take turns directing scenes. Although this The director selects a player and steals one drama point from him. Then
document provides the tools for framing the action, map-making and the director asks five questions — in or out of character — which must
location naming are left to the players. A chart of scenes is on page 8. be answered by that player in character.
Each turn the active player (director) draws two cards, which determine If the interrogation is in character, the director may ask the questions
the scene type — vignette, interrogation, interlude, or ensemble — as from the point of view of an NPC or his own character. This process
well as the location. The scene’s type (suit) and atmosphere (value) are should feel organic. If the interrogation is out of character, the director
determined by the first card, while the location is determined by the asks the questions in an abstract fashion, as though going down a list.
second card. For instance, the director draws a ♦6 and a ♣7 indicating an The questions can be anything fitting the theme.
interrogation (♦) about an accident at day (♣) front end. The director draws a ♦4 for scene — Interrogation about Promotions —
and a ♠7 — Behind the Curtain Front End. The director decides that the
the opening scene ringmaster wants to see if Kessler has what it takes to do promotions for the
The opening scene of the game is always a vignette at the closing of the carnival. The ringmaster approaches Kessler behind the ticket booth, with
previous show. The vignette focus is either Promotions or Movement/ some subtle questions, feeling him out, and generally seeing if Kessler can be
Transportation. Determine randomly which player narrates this trusted.
vignette, but do not draw any cards. Afterwards, take turns until every advice
player has directed four scenes. Ask leading questions. Avoid yes/no questions, or questions that can be
reduced to short answers. What and why questions are great. Did or can
vignettes (clubs ♣) questions are not. “Why are you waiting for reinforcements?”
Vignettes involve no actual dialog, merely setting the atmosphere for
npcs
the story. The director determines the location from the card drawn and
The director may add one NPC to an interlude or interrogation, but
narrates a brief scene. A vignette shouldn’t take more than a minute or
the characters remain the focus of the scene. Vignettes do not have
two to narrate.
dialogue, but any number of NPCs may color the story background.
The director draws a ♣10 for scene — Vignette about Safety in Numbers — Ensembles may have NPCs, but they are controlled/run by the director.
and a ♦Q — Night In Town. “After the carnival was driven out of town for Other players may introduce NPCs by spending one drama point.
grifting, some of us decided to make a trip back to Blythe to steal what we
could from the locals in the dead of night. We brought as many people as we
could, just in case something went wrong.”
advice
Keep your vignettes short and simple. Narrate enough information to In Le Carnival, scenes are about the desperation of the era and
set the tone, but don’t overdo it by dragging the action on too long. the extents people will go to in order to eat. When you are the
Concise sentences are a writer’s best friend.
director, make the most of your scenes by having the human
oddities play against people just as desperate as they are.
scenes l o c at i o n s
Suit Suit
♣ Vignette ♣ Day
♦ Interrogation ♦ Night
♥ Interlude ♥ Aftershow/Blowoff
♠ Ensemble ♠ Behind the Curtain
Value Value
A Status A Annex
2 Carnival Justice 2 Back End
3 Marks 3 Back Yard
4 Promotions 4 Games of “Skill”
5 A Challenge 5 Personal Trailer
6 Accident 6 Concessions
7 Illness/Injury 7 Front End
8 Set-Up/Tear Down 8 Peep Show
9 Movement/Transportation 9 The Trucks
10 Safety in Numbers 10 Midway
J Chaos J Farms
Q Internal Conflict Q In Town
K External Conflict K Ringmaster’s Trailer
Joker Joker
Monologue Big Tent
monologue
Monologues are (optional) solo scenes where the director’s character
(or an NPC) delivers a single speech that cannot be interrupted. The The back end of the carnival is the far end of the lot. Large
director decides who else is at the location. The director gains one drama shows and rides are located at the back end. This attracts
point. marks to walk the entire lot and circulate. Regardless of where
they are located, concessions are part of the front end.
• At the beginning of the game, shuffle the deck and remove 10 cards • Gain drama points during interrogations
at random. Do not look at them. Remove them from play and never and other players’ interludes
shuffle them back into the deck. the jump
• Should a player ever run out of drama points, the director may give • Take turns narrating vignettes about the tear down
him one of his, regardless of the scene type. end game
• On page 10 is a list of advanced roles and backgrounds. Neither • Who lives? Who dies? Who leaves the carnival? Who moves
is necessary to play the game, but each adds additional color and on? Who is otherwise changed by the encounter? Who is the
flavor. No character has more than one. When using backgrounds, ringmaster’s new favorite?
these are selected before roles. When using advanced roles, these
replace standard roles.
• Once per game, the players may decide to award one drama point
to a director who has framed a particularly good scene.
• Select a permanent director who does not play a character, but
instead runs the game like a traditional RPG. Cards are still drawn
for scenes. The game lasts for a number of scenes equal to four
times the number of players, or as long as the director chooses.
Backgrounds a d va n c e d r o l e s
Suit Suit
♣ Outcast/Convict ♣ Roughie
♦ Working Class ♦ Green
♥ Runaway ♥ Advance
♠ Deformed ♠ Favorite
value value
A Addict A Bearded Lady
2 Abused 2 Contortionist
3 Orphan 3 Dwarf
4 Overshadowed 4 Elastic Skin Lady
5 Large Family 5 Geek
6 Jilted/Scorned 6 Giant
7 Well-Known 7 Horned Man
8 Sycophant/Bully 8 Human Oddity
9 Regarded/Respected 9 The Human Torso
10 Talented 10 Hunger Artist
J Strong-Arm J Siamese Twins
Q Nepotism Q Strong Person
K Spoiled K Tattoed Person
Joker Joker
Chosen One Elephant Man
The back yard or living lot is away from public access and used The advance plans and marks the routes to shows.
for private trailers.
Roughies are carnies assigned to handle numerous tasks.
A bunkhouse is a trailer split into two beds for workers who
cannot afford a room or their own trailer. Carnies prefer the term showman.
character sheet