Why this book: It’s that rare gem, a genuine alternate history that isn’t set at the extremes of medieval Europe or Victorian England, which lets historians sink their teeth into a period (in this case, the Napoleonic Wars) and really enjoy it. It’s a very detailed and realistic world, both in terms of the use of the fantastical (dragons) and in the code of conduct appropriate for the period and classes, while offering a variety of important roles for women and minorities unusual for alternate history. It has a very narrow focus and scope, but provides enough information about the broader world that there’s room to expand and fill in some of the gaps. It’s widely available and a quick, easy read. Last but not least, it features talking multicultural dragons who are soul-bonded to their captains, which is a set of tropes I can get behind, and opens up all sorts of interesting avenues.
Premise for play: A storyline following the adventures of a single formation of dragons and their crews in a British covert, flying against the French. Ideally, there would be some sort of dangerous mission (possibly to Spain or elsewhere overseas?) that utilized the strengths of all of the characters and forced them to cooperate and work together to pull it off. This universe has opportunities for stealthy escapades, dramatic battles, personal interactions and relationships, social events, and politics: hopefully a little something for everyone.
Suggested roles: Dragons, captains, officers, crew, ground crew, surgeons, Admiralty, couriers, family members; all the residents of a covert.
Rules Recap:
Each 3-month book cycle will be ‘guided’ by a member of the community.
Guides must select one book that best represents their world and premise, no longer than 500 pages. Books do not need to be the first in a series, if there is another book that better suits the guide’s premise and is comprehensible as a standalone.
Guides should submit a tightly-focused premise that allows participants to fill in a specific area of the world, and encourages an interactive plot.
Guides are responsible for providing a reference cheat-sheet for participants of important world details.
Ficlets/narratives, co-writing, rpg-style logging and threading, and other media such as art or music mixes are all welcome.
Participants will have three weeks to read each book and choose characters or concepts, and writing will take place over the following nine weeks (three months total per book). Anyone who finishes reading early and wants to get started writing is welcome.
Each participant can introduce 1-3 characters, with the understanding that introduced characters should not fall by the wayside in favor of newer and shinier prospects.
Each character should be introduced via a narrative. No bios are required. After introduction, players can suggest ways for their characters to interact.
All forms of character dynamics – friends, family, partners, rivals, enemies, colleagues – are encouraged, but must be agreed on by the players. Minority characters of all sorts are welcomed with open arms.
Players are welcome to make requests for characters that fill specific roles or dynamics. You might inspire someone else and open up new possibilities!