Stages of Power
86 pages
English

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86 pages
English

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Description

It is October 1592. Christopher Marlowe, the most accomplished playwright in London, has written The Massacre at Paris for his company, the Lord Admiral's Men. Bubonic plague has hit outlying parishes, forcing theaters to close and postponing the season. Ordinarily, the Rose Theatre would debut Marlowe's work, but its subject—the St. Bartholomew Day's Massacre—is unpleasant and might inflame hostilities against Catholics and their sympathizers, such as merchants on whom trade depends. A new company, the Lord Strange's Men, boasts a young writer, William Shakespeare, who is said to have several barnburners in the queue. A competition is called to decide which company will reopen the theaters. Who will most effectively represent the nation's ideals and energies, its humor and grandeur? One troupe will gain supremacy, primarily for literary but also for cultural, religious, and political reasons.
Free supplementary materials for this textbook are available at the Reacting to the Past website. Visit https://reacting.barnard.edu/instructor-resources, click on the RTTP Game Library link, and create a free account to download what is available.

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Informations

Publié par
Date de parution 25 octobre 2016
Nombre de lectures 0
EAN13 9781469631455
Langue English
Poids de l'ouvrage 1 Mo

Informations légales : prix de location à la page 0,1000€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

Extrait

Stages of Power
 
REACTING TO THE PAST is an award-winning series of immersive role-playing games that actively engage students in their own learning. Students assume the roles of historical characters and practice critical thinking, primary source analysis, and argument, both written and spoken. Reacting games are flexible enough to be used across the curriculum, from first-year general education classes and discussion sections of lecture classes to capstone experiences, intersession courses, and honors programs.
Reacting to the Past was originally developed under the auspices of Barnard College and is sustained by the Reacting Consortium of colleges and universities. The Consortium hosts a regular series of conferences and events to support faculty and administrators.
Note to instructors: Before beginning the game you must download the Gamemaster’s Materials, including an instructor’s guide containing a detailed schedule of class sessions, role sheets for students, and handouts.
To download this essential resource, visit https://reactingconsortium.org/games , click on the page for this title, then click “Instructors Guide.”
 
Stages of Power

MARLOWE AND SHAKESPEARE, 1592
ERIC S. MALLIN AND PAUL V. SULLIVAN

The University of North Carolina Press
Chapel Hill
 
© 2022 The University of North Carolina Press
All rights reserved
Set in Utopia and The Sans by Westchester Publishing Services
The University of North Carolina Press has been a member of the Green Press Initiative since 2003.
Cover illustration: Queen Elizabeth going in procession to Blackfriars in 1601 , attributed to Robert Peake the Elder, ca. 1600 (courtesy of Everett Collection Historical / Alamy Stock Photo).
ISBN 978-1-4696-3144-8 (pbk.: alk. paper)
ISBN 978-1-4696-3145-5 (e-book)
 
Contents
1. INTRODUCTION
Brief Overview of the Game
How to Play This Game
Counterfactuals
2. HISTORICAL BACKGROUND
Timeline (Up to the Beginning of the Game)
Prologue
The Story Today
3. THE GAME
Major Issues for Debate
Rules and Procedures
Objectives and Victory Conditions
Production Values
Basic Outline of the Game
Assignments
4. ROLES AND FACTIONS
Roles
The Work of the Privy Councillors
The Actors and Their Troupes
5. CORE TEXTS AND DOCUMENTS
Documents of Renaissance Learning and Literature
Documents of the English Stage
Documents of the Kingdom and Its Church
Appendix: Maxims, Proverbs, Sententiae , Adagia
A map of London theaters appears on page 3.
 
Stages of Power
 
1
Introduction
BRIEF OVERVIEW OF THE GAME
This game enacts artistic, political, moral, and religious conflicts in England in the autumn of 1592. These conflicts play out in a contest between two rival acting companies for a license to perform one of two plays: Christopher Marlowe’s Tragical History of Doctor Faustus (or another of his plays, as chosen by the game master) or William Shakespeare’s Richard III (or one of his other early plays).
Christopher Marlowe is the most successful playwright in the city, and his acting company, the Lord Admiral’s Men, is eager to stage one of his plays. The theaters have been closed since June because of an outbreak of bubonic plague. Actors are anxious about their livelihoods, and they want a winning script. The manager of the theater where the Lord Admiral’s Men perform would ordinarily be happy to produce any Marlowe play, but some of his themes are potentially controversial, and City officials are skittish. They remember too well decades of violent collisions between Protestants and Catholics and continuing factional rivalries between noblemen and courtiers. Now there are new rumblings of Puritan 1 discontent and foreign meddling in affairs of state. There are even rumors that Marlowe is an atheist.
The Queen’s master of the revels will not allow mere scribblers to threaten the fragile balance of public order. Might there be a safe and profitable alternative to Marlowe? A rival company, Lord Strange’s Men, has had some success with the plays of a young actor named William Shakespeare, and he has a new script to offer now. Strange’s Men are an able troupe, and they have performed the young poet’s work to some acclaim. But will Marlowe’s play survive official scrutiny in these nervous times? Perhaps more important, will it win audiences? While the theater manager waffles, the Queen’s Privy Council has agreed to oversee a contest between the Lord Admiral’s Men and Lord Strange’s Men to decide which troupe will be licensed to reopen the playhouses. Which actors are better, and which play? Which will best represent the nation’s ideals, energies, humor, and grandeur without overt offense to political or religious order?
The players have an impressive command of texts and traditions that inform Elizabethan struggles of religion, rank, and power, struggles that were moved by the dynamics of dramatic spectacle, eloquent speech, and ruthless scheming. In debate and in performance before the Privy Council, the rival companies play out the dramas of their age: lofty humanist ideals and poetic art take wing in the theater, only to be brought to earth by the pragmatic rhetoric of the City and the cynical, secretive maneuverings of the court and Privy Council. By the end of the game, one troupe will gain supremacy (fleeting though it may be) and win a license to play at the Rose Theatre, thereby increasing their fortunes.
HOW TO PLAY THIS GAME
This is a “reacting” game. Reacting games are historical role-playing games in which students take on assigned characters to learn about moments in history. After a few preparatory lectures, the game begins and the students are in charge. Set in moments of heightened historical tension, the games place students in the roles of historical figures. By reading the game book and their individual role sheets, students discover their objectives, potential allies, and the forces that stand between them and victory. They must then attempt to achieve victory through formal speeches, informal debate, negotiations, and (sometimes) conspiracy. Outcomes sometimes part from actual history; a postmortem session sets the record straight.
The following is an outline of what you will encounter in this game and what you will be expected to do.
Game Setup
Your instructor will spend some time before the beginning of the game helping you to understand its historical context. During the setup period, you will use several different kinds of material: The game book (from which you are reading now), which includes historical information, rules and elements of the game, and essential documents. A role sheet, provided by the instructor, which gives a short biography of the historical figure you will model in the game as well as that person’s ideology, objectives, responsibilities, and resources. Your role may be an actual historical figure or a composite.
In addition to the game book, you may also be required to read historical documents or literary criticism. These provide additional information and arguments for use during the game.
Read all of this material and all of these documents and sources before the game begins. And, just as important, go back and reread these materials throughout the game. A second and third reading while in role will deepen your understanding and alter your perspective, for ideas take on a different aspect when seen through the eyes of a partisan actor.
Students who have carefully read the materials and who know the rules of the game will invariably do better than those who rely on general impressions and uncertain memories.

Game Play
Once the game begins, class sessions are presided over by students. In most cases, a single student serves as a kind of presiding officer. The instructor then becomes the game master (GM) and takes a seat in the back of the room. Though they do not lead the class sessions, GMs may do any of the following: Pass notes. Announce important events. Some of these events are the result of student actions; others are instigated by the GM. Redirect proceedings that have gone off track.
The GM is expected to observe basic standards of fairness, but as a fail-safe device, this game employs the “Podium Rule,” which allows a student who has not been recognized to approach the podium and wait for a chance to speak. Once at the podium, the student has the floor and must be heard.
Role sheets contain private, secret information that students are expected to guard. You are advised, therefore, to exercise caution when discussing your role with others. Your role sheet probably identifies likely allies, but even they may not always be trustworthy. However, keeping your own counsel, or saying nothing to anyone, is not an option. In order to achieve your objectives, you must speak with others. You will never muster the voting strength to prevail without allies. Collaboration and coalition building are at the heart of every game.
These discussions must lead to action, which often means proposing, debating, and passing legislation or petitions of various kinds. Always remember that this game is only a game —resistance, attack, and betrayal are not to be taken personally, since game opponents are merely acting as their roles direct.
Some games feature strong alliances called factions ; these are tight-knit groups with fixed objectives. Games with factions all include roles called Indeterminates. They operate outside the established factions. Not all Indeterminates are entirely neutral; some are biased on certain issues. If you are in a faction, cultivating Indeterminates is in your interest, since they can be convinced to support your position. If you are lucky enough to have drawn the role of an Indeterminate, you should be pleased; you will likely play a pivotal role in the outcome of the game.
Game Requirements
Players will practice persuasive writing, public speaking, critical thinking, teamwork, negotiation, pro

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