Enchanted Evenings: Running a Game Based on Jonathan Strange & Mr Norrell

If you’re a fan of Susanna Clarke’s Jonathan Strange & Mr Norrell, you’ve probably daydreamed about immersing yourself in its richly detailed world of magic, history, and intrigue. Good news! You can bring that fantastical universe to life at your gaming table. Here’s how you can craft an unforgettable experience for your players.

Setting the Stage

Understanding the World

Jonathan Strange & Mr Norrell is set in an alternate version of 19th-century England where magic is real but rare. The novel combines historical elements with fantastical ones, creating a unique, immersive environment. To run a game in this world, you should:Familiarize yourself with the period: Understanding the social norms, fashion, and politics of the Regency era will help you create a believable backdrop.
Embrace the magic: Magic in Clarke’s world is subtle, scholarly, and often dangerous. Think less Harry Potter and more arcane rituals and ancient tomes.

Choosing a System

Select a tabletop RPG system that supports historical settings and flexible magic systems. Some great choices include:
  • GURPS (Generic Universal RolePlaying System): Highly customizable and perfect for historical accuracy.
  • FATE Core: Offers narrative-driven gameplay and flexible mechanics for magic.
  • Call of Cthulhu: Though traditionally horror-focused, its emphasis on investigation and period settings can be adapted for a more magical tone.

Crafting the Story

Themes to Explore

Jonathan Strange & Mr Norrell delves into themes of power, ambition, and the consequences of meddling with forces beyond human comprehension. When designing your adventures, consider:
  • The pursuit of knowledge: Characters might seek forgotten spells, ancient artifacts, or lost grimoires.
  • Conflict between magicians: Rivalries and alliances can drive much of the drama.
  • The consequences of magic: Spells should have significant, often unintended, repercussions.

Plot Hooks

Here are a few ideas to get you started:

A Lost Grimoire

Synopsis: A renowned grimoire, said to contain spells of immense power, has resurfaced in whispers among the magical community. The players are hired by a wealthy patron or scholarly society to retrieve it before it falls into the wrong hands.

Key Events:Initial Discovery: Players learn of the grimoire’s existence through a mysterious letter or an overheard conversation.
Rival Magicians: Other magicians, each with their own agendas, are also seeking the book. This can lead to cooperation, betrayal, or conflict.
Ancient Defenses: The grimoire is protected by ancient wards and traps, requiring careful planning and significant magical knowledge to bypass.
Unexpected Consequences: Once found, the grimoire’s magic could start to affect the players in unpredictable ways, hinting at a larger, more dangerous power.


The Fairy’s Bargain

Synopsis: A faerie offers to grant the players their deepest wishes in exchange for a seemingly small favor. However, faerie bargains are rarely straightforward and often come with hidden costs.

Key Events:The Offer: The players encounter a faerie, possibly the Gentleman with the Thistle-Down-Hair, who offers them a tempting deal.
The Favor: The favor asked by the faerie seems trivial but has far-reaching consequences, such as causing political upheaval or unleashing an ancient curse.
Moral Dilemmas: Players must decide whether to honor or break the bargain, each choice having its own set of repercussions.
Unraveling the Faerie’s Plan: Discovering the true purpose behind the faerie’s request can lead to a larger conflict with faerie forces.

The Gentleman with the Thistle-Down-Hair

Synopsis: This iconic faerie becomes a central antagonist, manipulating events from behind the scenes to further his own enigmatic goals.

Key Events:Initial Encounters: Players begin to notice strange occurrences and inexplicable events, all linked to the Gentleman.
Manipulation and Deceit: The Gentleman uses his charm and power to manipulate key figures, potentially including the players themselves.
Uncovering His Plans: The players must gather clues to understand his true objectives, which may involve opening gateways to the Faerie realm or amassing power in the human world.
Final Confrontation: A climactic showdown where the players must outwit or overpower the Gentleman, possibly with the help of other faerie or human allies.


Enhancing the Atmosphere

Period-Appropriate Language

Use Authentic Dialogue: Incorporate phrases and idioms from the Regency era. For example, rather than saying “okay,” characters might say “very well” or “indeed.”
Titles and Address: Encourage players to use formal titles and address others appropriately, reflecting the social hierarchies of the time.

Detailed Descriptions

Settings: Describe settings in rich detail, from the dark, cluttered libraries filled with ancient texts to the opulent drawing rooms of high society.
Atmospheric Elements: Use sensory details to create an immersive experience. Mention the flickering candlelight, the musty smell of old books, or the chill of a faerie-infested forest.

Incorporating Historical Events

Real Historical Figures: Introduce historical figures as NPCs, such as politicians, military leaders, or other notable personalities of the Regency era.
Historical Conflicts: Weave real events, like the Napoleonic Wars, into your story. Perhaps the players’ magical endeavors inadvertently influence these events.

Character Archetypes

The Royal Magician

Background: A magician employed by the crown, tasked with using magic to benefit the state.
Motivation: Loyalty to the monarchy and a desire to see England prosper through magical means.
Skills: Access to state resources, knowledge of military applications of magic, and political acumen.
Complications: Torn between duty to the crown and personal moral codes, often caught in political intrigues.

The Cursed Scholar

Background: A brilliant scholar whose intense pursuit of magical knowledge has resulted in a terrible curse.
Motivation: To find a way to lift the curse and continue their research.
Skills: Deep knowledge of obscure magical lore, problem-solving, and resilience.
Complications: The curse manifests in debilitating ways, such as physical ailments or uncontrollable magical outbursts, complicating their interactions and endeavors.

The Scholarly Magician

Background: A dedicated academic who has spent years studying ancient tomes and manuscripts.
Motivation: To uncover lost magical knowledge and elevate their status within the magical community.
Skills: Extensive knowledge of magical theory, research, and ritualistic spellcasting.
Complications: May be overly cautious or dismissive of practical magic, leading to tension with more action-oriented characters.

The Ambitious Novice

Background: A young and eager magician who shows great potential but lacks experience.
Motivation: To prove themselves and surpass their peers, driven by ambition or a desire for recognition.
Skills: Natural talent for magic, creativity in spellcasting, and quick thinking.
Complications: Tends to act recklessly, often biting off more than they can chew.

The Disgraced Noble

Background: A once-respected member of high society who has fallen from grace due to a magical mishap or scandal.
Motivation: To restore their honor and reclaim their former status through magical feats.
Skills: Connections with influential figures, charm, and a knack for political maneuvering.
Complications: Haunted by their past mistakes and constantly trying to outrun their reputation.

The Hedge Wizard

Background: A self-taught practitioner of magic, often from a rural or lower-class background.
Motivation: To gain recognition and respect from the formal magical institutions that have shunned them.
Skills: Practical, hands-on magic, resourcefulness, and survival skills.
Complications: Distrustful of established magicians and institutions, often leading to friction.

The Faerie-Bound

Background: A magician who has made a bargain with a faerie, gaining power at a significant personal cost.
Motivation: To fulfill their end of the bargain while minimizing the impact on their life and soul.
Skills: Enhanced magical abilities granted by the faerie, insight into faerie lore.
Complications: Constantly under the watchful eye of their faerie patron, with unpredictable demands and consequences.

Bringing It to Life

Creating Atmosphere

To capture the novel’s atmosphere:
Use period-appropriate language: Sprinkle in some Regency-era speech patterns and vocabulary.
Detailed descriptions: Paint vivid pictures of the settings, from candlelit libraries to misty moors.
Incorporate historical events: Weave real historical events and figures into your narrative to ground the fantasy in reality.

Magic in Play

Magic in this world is rare and mysterious. To reflect this:
Limit spell usage: Magic should be powerful but not overused. Consider requiring lengthy rituals or rare components for major spells.
Emphasize research: Characters might spend sessions poring over ancient texts to learn a single spell.
Consequences: Every use of magic should have potential downsides or unintended effects.

Conclusion

Running a game based on Jonathan Strange & Mr Norrell can be a deeply rewarding experience, offering a blend of historical intrigue and magical wonder. With the right preparation and a focus on the novel’s themes and tone, you can create a captivating adventure that your players will remember long after the final spell is cast.

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