The Blood Jewel
As mentioned, the Jolly Rancher is currently on the quest for the Blood Jewel, an extraordinary treasure worth a great deal of gold. And while this is a party, we have provided mechanics for you in the event that you do decide to look for it. We have also endeavored to tailor these mechanics to a party setting. Disclaimer: The Pirate Party GMs in no way guarantee that these rules were carefully constructed, much less balanced. As the GMs themselves have never gone searching for pirate treasure in circumstances they are willing to admit to in a court of law, these rules are not intended to accurately simulate the process of finding buried treasure. They are intended to provide some mechanics in a party game structure that will hopefully be fun for all involved.
Finding the Blood Jewel
Searching the cove for the Blood Jewel will be simulated by playing Fluxx. Characters with a Plunderin' score of 3 or more will have Action cards in their packet for the purposes of this mechanic. The game will otherwise be played normally. Rules for Fluxx will be provided but can be found here: [1]
Carrying the Blood Jewel
There is nothing particularly special about the Blood Jewel itself that makes it difficult to hold onto. It is, however, a highly prized item on a ship full of pirates who know just how valuable it is and, as such, will be at least somewhat a focus of attention. Whoever is carrying around the Blood Jewel will be at least in the back of the mind of most every character on board. Therefore, any time the Blood Jewel trades hands will be at least vaguely noticed.
We recognize that many characters may be curious about the Blood Jewel or wish to look at it for some other purpose, and we do not want to restrict that. Therefore, handing the Blood Jewel to someone else and garnering that slight bit of attention will be simulated by the Cloven Fruit game under the premise that the two reasons a couple of pirates would pull off to the side at are a party are to plot or to do the below.
The Cloven Fruit game is a party game, or an icebreaker game for affectionate gatherings, and is often known among those who are involved with the Society for Creative Anachronism or who frequent Renaissance Faires. It is also a game that typically involves some expectation of physical contact, so please read the rules thoroughly to make sure they are understood.
The cloven fruit game typically works as follows:
- A is currently holding the cloven fruit. A has decided to give it to B. So A walks up to B and offers it by way of holding it up to B.
- The game is now effectively in B's hands. Along with the transfer of the cloven fruit is an expectation of something in return. In the case of the cloven fruit game, the thing expected in return is a kiss. As it is presumed that A was interested in kissing B in the first place (why else would A have approached B?), B is typically the one to first indicate his or her level of comfort. To accept the exchange at all, B takes a clove from the fruit. This is key; do not forget to do this. B then typically indicates his or her level of comfort verbally through gesture (holding up a hand to be kissed), verbally (saying, "You can kiss me on the cheek," or, "Go ahead, kiss me!") or by initiating the kiss.
- Once the kiss has been completed, B is given the fruit and left to pick a new recipient.
This game traditionally continues until all the cloves are removed from the fruit or the players get bored with it.
Some additional rules for the purposes of this LARP:
- After you have taken a clove from the fruit, hold onto it. Yes, for the entire game. This is also key; the GMs will hold you responsible for holding onto your cloves.
- The cloven fruit game does not need to involve heterosexual exchange. We're equal opportunity here.
- As the cloven fruit game in this setting is to simulate a one-on-one exchange others may notice, we recognize that exchanges of fruit may be done for in-character reasons (e.g.: "I want this person to use their divination special ability on the Blood Jewel.") rather than out-of-character reasons (e.g.: "I want to kiss this person."). Therefore, all exchanges of kisses between players must be ensured to fit both players' comfort levels rather than assuming the recipient can set the boundaries.
- You are never expected to cross your own boundaries as a player to use this mechanic. I cannot stress this enough. Any reason for wanting a kiss on the hand or cheek rather than the lips is acceptable (involvement in a monogamous relationship where outside kisses on the lips are not allowed, having a cold, not wanting to kiss someone who has a cold, having your lips removed in a freak ski accident, just not being comfortable, etc.). You are also not required to give a player reason for wanting a less intimate kiss. If you have been requested to engage in a less intimate kiss than you've offered, roll with it.
- If you feel your characters would kiss but the players would not, please feel free to simulate this with stage kissing (a hand or a couple fingers between your lips and the other person's) or announcing in a clear but not overly loud voice, "Forsooth, we are kissing."
- If you feel your players would kiss but your characters would not, kiss to exchange the fruit and then make a clear roleplay of turning the person down in-character. Or, y'know, wait to kiss them once the game is over.
- Finally, this isn't intended to cause angst. It's intended to be fun and lighthearted. Please try not to assume why someone may have turned you down if it happens. It may have nothing to do with you.
Finally, one clever little signaling technique has grown organically from the cloven fruit game. Some people may indicate their level of comfort in kissing by removing the clove from the fruit in a certain way; removing it with your hand can be a signal for a kiss on the hand or cheek (one can tap their cheek to indicate that specifically) whereas removing it with your lips can be a signal for a kiss in the lips. You are welcome to use this technique if you wish!