Lonely Star

Part II - Procedures

It bears mentioning that the players would be blackboxed through these procedures as much as possible, so as to obfuscate optimal playing. In practice, I found players were already quite aware that I was tracking this stuff behind the screen.

It also bears mentioning that some of the information on it is purely my research notes on 19th century society, meant to inform the game rather than actually pertain to the procedures.

You'll find a bunch of "maybes" and "coulds" amidst these notes. These are distant echoes from the past, suggestions from the writing phase. I expected to iron it out a lot in actual play, but we never actually got to a few of these, and the ones we did didn't help iron anything out.

Levels of Intimacy

To start off, a lot the following procedures assume the mechanic of levels of intimacy. This is a tracker for the Host's benefit, but I was very adamant in thinking the players should never see this, and should, if possible, be made unaware of it and receive mixed messages as often as possible, to maximise drama.

The levels are:

5 Bitter Enemy 4 Enemy 3 Very Disliked 2 Disliked 1 Mistrustful

And now the procedures.

First impressions

Roll a 2d6 reaction roll:

2 - Hate 3 - 5 Dislike 6 - 8 Neutral 9 - 11 Like 12 Possibly even love

The two extremes get 5 cards, the two mild ones get 3, and they use those to build or open new doors as seen in the dinner party procedure.

Social Calls

Distributing calling cards when you come into town takes a whole morning activity, where you go around in your carriage and with your footman, who climbs down and leaves the card with the butler of the person.

In this process, the butler puts the card in a tray inside the front hall, and in that moment you can get an idea for some of the most prestigious people that person knows, because their cards will likely be arranged to be shown off - The lady of the house then is supposed to retribute with a card or, perhaps, a social call

A social call occurs by going up to someone's house and asking if they're home. (they might be and say no, this is perfectly acceptable) - This is done very fast, 15 minutes at the most, and it's basically polite chit-chat. - If someone else shows up, they'll probably be introduced and then you walk out - 15 / 16 is the time for social calls with people you're not well acquainted - 16 / 17 for somewhat better acquainted - 17 / 18 for a good friend - You only do social calls in the morning if you're REALLY close to the person, i.e. before 13

Being new in town, you would look for a letter of introduction from a friend to a person of prominence, who would then invite you for dinner.

Men generally don't really pay social calls, as they're expected to be out working, at the club, or hunting (in the country), but they can. They cannot receive them from ladies, except on business or a professional matter.

Dinner Parties

Description

This one is structured a bit closer to my actual notes rather than readable for strangers, so I hope you'll forgive the abundance of bullet points.

Procedure

Dinner is divided into 15-minute turns and has 15 in total:

Every turn has 1-in-6 chances of dinner events per player

Your partner has Doors that need to be ground down to get to a new Level of Intimacy. There is 1 Door between each level of intimacy, but it's in different states.

Each turn you can do an action:

Balls and Dances

Description

Procedure

The typical ball will last about 5 hours, starting around 20h and finishing about 1h (city balls start later, often at 23h, and go down to 4h); really fancy balls can go for longer, but usually not going after 5h.

They're divided into 15-min turns too, thus lasting for around 20 turns, with 2 of these around the middle being time for the supper.

It is more conventional, it has a physical space that can be traversed and rooms to find other guests. Some activities might include:

Overall, the ball is basically like the Dinner Party except you choose who you engage with and how. Plus there's more men, the random events will make a bigger difference, and things just might get violent.

Country House Visit

Description

Procedure

Country house happen over weeks. A Random Event is rolled every week and the day it will happen.

Every week the characters choose what they'll be focusing on. Usually this will be either spending time with someone, working, or reading.

Time at the Coffeehouse / Gentleman's Club

These happen over weeks at cities, but not including weekends.

Every week, the character is tested in one of the two measures privileged by the club or coffeehouse - a military officer one might prize Fiery and Noble, while an artist one would prize Fanciful and Bohemian, etc.

Once they succeed twice, they gain the reputation of "Liked at (Club) +1"

After the first week they also get an idea of who frequents there and may start to dig for an invitation to dinner or ball. Treat it like a Country House visit with the bonus from the club, count the virtues of the club for double, and if they get a success, they impress the gentleman enough to be invited for something.

Letter-writing

Whenever they're writing an important letter, the player says what they're trying to convey and how they're trying to come across. They then either post the letter, if they know where to reach the person, or give it to someone in the hopes of finding the person they want to reach.

From Britain, it takes 1d2 days for a letter to arrive in France, Belgium, the Netherlands, or Scandinavia; 1d3+1 days to arrive in Central Europe; and 1d5+3 days for Southern Europe, and vice versa. Use that as a benchmark for other countries. The only exception is from the Iberian Peninsula, writing a letter for Central or Eastern Europe, that would take 1d5+9 days to arrive.

If the letter is dramatic and has the potential to be misinterpreted or to come off as a dick, flip some cards.

If a messenger is sent instead they'll use their Honest vs. the person's Fiery, but it'll take longer to arrive.