Who Can Save the Roman Republic — Crisis in Rome Simulation
Overview
Overview: This immersive simulation places students in the late Roman Republic, 63 B.C.E., a tumultuous time of economic strife, political corruption, and power-hungry generals. Students assume the roles of key Romans—senators, generals, and even secret conspirators. Over a multi-day “crisis scenario,” they will debate urgent issues, form alliances, and make high-stakes choices to either save the Republic or let it fall. To add unpredictability, crucial actions will be resolved by fate rolls (dice), introducing real suspense as history hangs in the balance. The goal is to bring Roman history alive through active participation: students will literally rewrite history in a hands-on way, grappling with the same dilemmas Romans once faced.
Historical Roles
Catiline’s Conspirator Faction (Radicals)
These characters are secretly (or overtly) plotting to overthrow the Republic’s current leadership in order to seize power or force drastic reforms. They suffer from debt, lack of status, or political frustration, and they claim to champion Rome’s poor and disenfranchised. Their secret win condition is to spark a successful rebellion or coup.
Lucius Sergius Catilina (Catiline)
Publius Cornelius Lentulus Sura
Gaius Cethegus
Lucius Calpurnius Bestia
Quintus Curius
Sempronia
Gaius Manlius
Senate Loyalists (Republic Defenders)
Opposing the conspirators are those determined to preserve the Republic’s stability and traditions. They do not all agree on solutions, but they share a mistrust of Catiline’s radical agenda. Their win condition is quelling the threat and enacting measures to address Rome’s problems without destroying the Republic.
Marcus Tullius Cicero
Gaius Antonius Hybrida
Marcus Porcius Cato (the Younger)
Quintus Lutatius Catulus
Decimus Junius Silanus
Marcus Licinius Crassus
Gaius Julius Caesar
Quintus Caecilius Metellus Nepos
Ordinary Romans
Ordinary Romans operate in the Forum scenes. They can petition the Senate, spread rumors, and sway the public mood. Their actions should influence dice modifiers for mob behavior or reform votes. Praetorians appear during Senate sessions and crises, especially when assassination, riot, or arrest events trigger. They provide physical presence and can turn the tide by protecting or betraying key figures. Ordinary Romans will have influence tokens (or coins) to represent bribes, favors, or public goodwill. You can even let the Praetorians “vote” during emergency sessions on whether to obey certain orders (e.g., “Will you execute citizens without trial?”). Their decision can spark chaos or reinforce authority.
Marcus Fabius Rufus – Indebted Shopkeeper (Plebeian Activist)
Lucia Cornelia – Grain Seller (Merchant and Widow)
Titus Flavius Varro – Retired Legionary (Veteran Farmer)
Gaius Cassian Primus – Captain of the Guard (Cicero’s Chief Praetorian)
Lucius Petronius Falco – Praetorian Bodyguard (Agent of Ambition)
Aelia Paulla – Praetorian Courier and Informant
Other Key Players & Wild Cards
These roles add depth, representing those outside the Senate halls who nonetheless influence events. They have their own motives and can tip the balance through information or public support.
Fulvia (Mistress of Quintus Curius)
Allobroges Envoy
Lucius Sergius Catulus (the Younger) - Fictional cousin of Catiline
Terentia (Wife of Cicero)
Simulation Structure (3–4 Class Days)
This simulation is designed to unfold over several class periods. Each “day” below can correspond to a class session (~45-60 minutes each), though you can adjust pacing. There will be structured debates and unstructured strategy time. Fate dice rolls are introduced at key decision points (detailed under Mechanics). Here’s a possible timeline:
Day 1 – Setting the Stage:
Briefing & Setup: The teacher (Game Master) introduces the historical context: Rome in 63 B.C.E. is a Republic under strain – rapid expansion has made a few generals fabulously powerful and brought in floods of slaves, while ordinary citizens face unemployment and debt[3]. The Senate is rife with corruption (vote-buying and bribes are common[4]), and provincial allies clamor for fair treatment. Use a short narrative to paint the scene: e.g. “The Senate convenes on a sweltering morning, rumors of conspiracy in the air…”. Assign roles and let students read their sheets.
Initial Faction Meetings (Secret): Give conspirators a chance to huddle privately. They outline their revolutionary plan (e.g. Catiline might whisper: “We attack when the signal is given during Saturnalia festival…”). Loyalist senators might also caucus (Cicero could meet Cato, etc.) to discuss the strange rumors of Catiline’s activities. This is unmoderated time for students to form plans and alliances. Encourage staying in-character (perhaps have different corners of the room for different groups – the Senate hall vs. a back alley tavern where conspirators meet).
Opening Senate Session: All players then assemble “in the Senate.” Consul Cicero presides. This session’s agenda is ostensibly routine (maybe a debate on an agrarian law or how to address Rome’s financial crisis). Conspirators can use this forum to voice grievances: Catiline might passionately argue for cancelling debts and helping the poor, while Cato or Catulus retort about preserving order. Key issues raised: the plight of poor Romans versus the greed of the elite, reports of unrest in Etruria (where Manlius is raising troops), and whether a strongman general (Pompey) is needed to secure Rome[2]. This debate lets students practice speaking and reveals fault lines (rich vs. poor, Senate vs. populares).
Clandestine Moves: By end of Day 1, secret events can unfold. For example, Assassination Attempt! – Catiline’s extremist Cethegus might attempt to assassinate Cicero at nightfall of Day 1. If a student opts to do this, invoke a dice roll (see Mechanics) to determine success. Say a roll of 1 means the plot fails spectacularly (the would-be assassin is caught or Cicero escapes unharmed), 6 means a critical success (Cicero is wounded or killed!), and intermediate results give partial outcomes (perhaps Cicero survives but is shaken, or a bodyguard is killed instead). Tip: It’s usually better for the story if Cicero survives an attempt (history records one foiled attempt on his life), but with dice, students will feel the real suspense. Regardless, this incident will raise the alarm for Day 2. (If no one attempts violence yet, the day can end with Cicero receiving a whisper from Fulvia warning “Catiline plans something soon,” which sets up tension.)
Day 2 – Crisis and Confrontation:
Senate Emergency Meeting: After last session’s drama, Cicero convenes the Senate again in an emergency (perhaps at the Temple of Jupiter – a more secure location – just as he did historically after an attempt on his life). Here, Cicero delivers a scathing speech accusing Catiline by name of conspiring against Rome (students playing Cicero can use famous lines like “Quo usque tandem abutere, Catilina, patientia nostra?” – “How long will you abuse our patience, Catiline?”). This is a pivotal dramatic moment. Catiline (student) must decide: deny everything indignantly, or drop the pretense and flee? Historically Catiline tried to bluff but left when opposition was clear. In-game, if Catiline stays, the Senate might vote on expelling him or not. Allow a vote (all senators role players) on a decree condemning Catiline. If Catiline sees the tide turning, he may storm out and go join Manlius’ army (that player then continues as an exile commanding rebel forces). If by clever rhetoric Catiline convinces enough senators of his innocence, perhaps he remains in Rome and the plot goes on underground.
Investigations and Schemes: With Catiline possibly out of the city, the focus shifts to conspirators still in Rome (Lentulus, Cethegus, etc.). Cicero and allies might work to gather evidence. For example, this is where the Allobroges Envoy comes in: Lentulus approaches the envoy with letters offering the tribe rewards for support. Pass a note to the Allobroges player from the conspirators. The envoy can then decide to betray them – if he does, he gives Cicero the incriminating letters (actual props!) which detail the plot. If the envoy stays loyal to conspirators, perhaps he tries to mislead Cicero. Use a dice roll or persuasion contest if conspirators actively try to win him over. (You can say: roll a d6, on 4-6 the envoy is convinced by conspirators’ promises; on 1-3, he doubts them and prefers to side with the Senate. Or factor in bribes: e.g. +1 to roll if they offered him money or citizenship for his people.)
Arrests and Debates: Armed with evidence (if obtained), Cicero can move to arrest the inner-circle conspirators in Rome. Guards seize Lentulus, Cethegus, etc. Now the great Senate debate ensues: What to do with the arrested traitors? This is a chance for oratory: Cato insists on immediate execution to save the Republic, while Caesar argues for caution and imprisonment (no execution without trial, as they are citizens)[1]. Every senator (students in those roles) can voice an opinion. Even conspirators can speak in their defense (in chains). Finally, call a vote on their fate. Use majority rule based on student votes. This can go historically (execution approved) or perhaps the class decides on a milder punishment if Caesar’s side wins. The outcome will influence morale: if executions happen, conspirators still at large (Catiline) may become desperate; if leniency is chosen, characters like Cato will be furious, and maybe Rome’s citizens (played by any “mob” roles or decided by a die) might see it as weakness.
Behind the Scenes: Meanwhile on Day 2, allow time for side interactions. Conspirators still free might try one last plot (e.g. attempt to break out their arrested comrades, or send word to Catiline to hurry with the army). Loyalists might beef up city defenses or send an envoy to Pompey (through Metellus) asking for backup legions (though Cato might oppose that). These decisions will set the stage for the finale. Keep an eye on secret objectives: e.g. Crassus may privately approach a conspirator offering bribes to switch sides, or Fulvia might spy on a meeting of conspirators. Fate rolls can be used for any risky secret action here (sneaking past guards, bribe attempts, etc.).
Day 3 – Climax and Resolution:
The Battle (or Negotiation) for Rome: If Catiline is at large with an army, this is when the showdown happens. The Senate dispatches forces (co-consul Hybrida or another general among the students could lead them) to confront Catiline’s rebel army on the outskirts of Rome. This can be simulated in various ways:
o Battle Scenarios: The Republic army and Catiline’s army are given a strength score based on support gained (say each has a base of 3, then +1 to Catiline for each major ally or resource he secured, +1 to the Senate for each conspirator executed which demoralizes rebels, etc.). Then roll a die for each side and add their strength; higher total wins the battle. You can do best 2 out of 3 rounds for drama. Students playing Catiline and Manlius can direct their “troops” (perhaps describing a strategy), likewise for the Senate’s commander. A critical die roll could even determine if Catiline personally survives or is killed in combat.
o Alternatively, if violence was averted (say Catiline never amassed forces, or was captured), Day 3 could be a political finale instead. Perhaps Catiline’s supporters stage a last-ditch protest in the Forum. You could hold a People’s Assembly where tribune Bestia (if still free) or others try to pass a law addressing the grievances (land for veterans, grain for the poor). The Senate faction then has to respond with either concessions or crackdowns. This could be resolved by a persuasion skill challenge or vote among “citizens” (you might enlist any extra students or even the whole class to vote as the Roman people based on how convincing the speeches are). A die roll could represent the volatile mood of the mob.
Fate of Key Characters:
In the final stage, determine what happens to each main character based on the outcomes. Possibilities:
o If the Republic prevails (conspiracy crushed): Catiline might lie dead on the battlefield with loyal Roman soldiers celebrating victory. Cicero could deliver a triumphant speech (unless he died earlier by unlucky roll!). However, victory may come at a moral cost if extralegal executions occurred – something for reflection. Characters like Caesar and Cato will have to live with the Senate’s decision; e.g. if leniency was chosen and it worked, Caesar’s foresight is validated, but if leniency backfired, Cato can say “I told you so.” Pompey’s envoy Metellus might report to his general that Rome didn’t need his help after all (bruising Pompey’s ego), or if things went badly, maybe the Senate does call for Pompey, effectively admitting the Republic’s reliance on a strongman (a lesson about the Republic’s decline).
o If the conspirators somehow succeed (this would be a dramatic twist!): Perhaps Catiline’s forces defeat the Senate’s or even infiltrate the city and seize power. In that case, Rome might fall into a brief dictatorship under Catiline. Students would have to grapple with the aftermath – maybe a new Senate is formed full of Catiline’s allies, and certain former senators flee or are executed. This outcome, while ahistorical, can be incredibly engaging as a “what if” scenario. It teaches how fragile the Republic was. (If you allow this, consider running a brief epilogue where the new regime has to announce its policies—will they really cancel all debts and free the slaves? And what unintended consequences might follow? You could use this to discuss why the historical Catiline likely would have struggled to govern.)
o Mixed Outcome or Compromise: It’s possible neither side achieves total victory. For instance, Catiline might be killed but some of his reforms get implemented by the Senate to appease his followers (a partial win for both). Or the Senate quells the revolt but the public is so angry about corruption that they force through a law (like land redistribution). In such cases, have the end scenarios reflect that nuance: e.g. “The Republic survives, but the warning signs are clear—if injustices aren’t addressed, others like Catiline will rise.” This sets the stage for learning that indeed, just 20 years later, figures like Caesar overturned the Republic.
Debrief and Reflection: End the simulation by stepping out of character. Have students reflect on how their decisions compared to actual history. Discuss the learning objectives: How did economic inequality, military loyalties, and personal ambition combine to erode the Republic? Students will vividly remember debating life-and-death issues and the excitement of rolling a die to see if a plot succeeded. Tie their experience back to real events and quotes from sources: for example, Sallust’s observation that moral decay and the lust for power destroyed the Republic aligns with what they saw in game. This reflection solidifies the lesson that history is shaped by human choices—exactly what your students experienced in miniature.