Plots

Revolution presents players with a series of stories dealing with the political, social, and economic upheavals of time. The major plots affect multiple players, requiring students to collaborate -- or compete -- with one another, persuading others to assist them in achieving their own personal aims. Other, simpler items are completed individually by players. Below are some of the most important goals and stories for players in the game.

Town Meeting
Last night, Lord Dunmore, the British Governor of Virginia and resident of Williamsburg, removed the town's gunpowder supplies from the central Magazine, sensing the potential for revolt amongst the town's political discontents. In order to contain the unrest of the outraged townsfolk and keep them from engaging in rash action, Robert Carter Nicholas plans to give a speech in front of the Courthouse.

Meanwhile, Patriot members of the local militia conspire to acquire replacement arms for the malcontents in case the meeting goes 'awry' and a riot breaks out. Will John Lamb help them repair their broken guns? Will Cathy Grimes tailor a red coat disguise so the militia men can steal back some of the gunpowder? Can Robert Carter Nicholas quell the irate Patriots?

This plot is based on actual events that occurred on April 21, 1775 in Williamsburg. The characters of Lord Dunmore and Robert Carter Nicholas are real, while the others are composite characters reflecting other prominent townspeople. In real life, Robert Carter Nicholas succeeded in averting violence (though fighting between American and British forces had broken out just days earlier in Massachusetts). In Revolution, the outcome is dependent on players.

Runaway Slave
Tom, a runaway from Richmond, is hiding on the farm of George Steadmond, a wealthy Patriot. Militia men from Richmond have tracked him to Williamsburg, and are now canvassing the town for him. Gregory Gilmore of the Richmond militia commissions local blacksmith William Waddill to make a replacement key to get into Steadmond's slave quarters, where Tom is being sheltered.

Back on the Steadmond farm, slaves Dan and Hannah have taken Tom under their wing, and are doing their best to keep his location secret. The only sure way for them to guarantee Tom's safety is to disguise him as a free black laborer. Luckily, Master Steadmond ordered some work clothes from Cathy Grimes a while back, so if they can get the clothes in time, Tom may just be saved.

Runaway slaves were common in the southern colonies, and would often seek refuge through informal networks and gatherings known as "night walks" on the back roads. Free blacks were uncommon but not unheard of, so a runaway could sometimes succeed in establishing a new identity for himself, if he could get enough distance between himself and his pursuers. The local newspaper, the Virginia Gazette, is full of ads from owners seeking the return of runaway slaves.

Petition
John Sharlock, a local merchant, has been bullied and mistreated by the Patriot group known as the Association. In an attempt to reprimand the Association, William Waddill must gather signatures for a formal petition to be printed in the Virginia Gazette, voicing support for Sharlock. Can William Waddill effectively narrowcast and convince the townsfolk to free John Sharlock?

Many accounts of the American Revolution portray the colonial Patriots simply as overtaxed and oppressed subjects of the British government. However, many people do not know that the Patriots used their own aggressive tactics not only against the government but also their fellow townspeople. The Association enforced economic embargoes that strongly impacted local merchants in the colonies, putting many out of business. Those who spoke out against the Association faced physical retaliation.