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Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Saturday, 22 June 2013

The Art of Persuasion

Posted on 02:21 by Unknown
I've written about my approach to social skills and roleplaying, the significance of non-player character attributes, and a new npc attribute - Tractability - I introduced for my Flashing Blades campaign. In my last post, I discussed social skills in Flashing Blades, both how they are presented in the game and how they are used in my campaign. Now I want to turn to when I call for social skill rolls.

Deciding on when a die roll is called for or not is perhaps one of the most important decisions a referee is called upon to make in the course of actual play. Dexterity check to climb a rickety ladder? Endurance check to avoid the grippe after travelling through a cold, wet night? Roll for damage for a coup de grâce ? Many games attempt to answer questions like these through the rules, while others leave them to the discretion of the referee, but in my experience, even games which offer either a plethora of fiddly rules or simple, broad-stroke rules to cover as many circumstances as possible may still require adjudication by a human being in the many and varied circumstances which require their application in actual play. In games where the range of potential actions are as unconfined as human imagination, only human imagination can truly keep up, and in most traditional roleplaying games, it's the referee's role to take the players' input and make sense of it in the context of the game and the game-world.

In my experience, social skills may be particularly tricky in this regard. A player may have no idea how to parry-and-thrust with a rapier or jump from a window onto a horse's saddle, but virtually all of us believe we can put together a reasonable argument or tell a convincing lie, so turning to the dice can, for some gamers, feel very intrusive to what they consider to be 'common sense,' or 'immersion breaking.' I think this is where part of the disconnect with social skills occurs for quite a few gamers, both players and referees.

As referee, then, what I look for is what climbers call 'the crux move,' the most challenging part of the pitch. With respect to social skills, it's looking for the point at which a non-player character is asked to make an out-of-the-ordinary decision. Most roleplaying, including but not limited to in-character dialog, simply requires the referee to stand in the non-player character's shoes, to consider the situation from that character's perspective, perhaps influenced by a reaction roll. In the same way that walking up a flight of stairs doesn't require an Acrobatics check, most social interactions don't require more than a single die roll, for reaction, if any roll at all.

Social skills, then, come into play when a non-player character reaches a critical decision point, a gut check. For me, usually this means the character is asked to put something, personally or professionally, at risk: examples from my current campaign include dissuading a tavern keeper from calling the provost-martial's archers when a friend of the players' character smashed up the bar, learning details of the investigation of an attempted assassination from a prosecutor, or seducing a lady-in-waiting at the duke of Savoy's court. Roleplaying - how a player's character approaches the non-player character and frames the argument - determines which skill(s), if any, may be applied in resolving success or failure.

For the relatively simple examples above, applying the results of a skill check seems unlikely to be immersion-shattering even for gamers who don't care for social skill rolls, but what about more complex social interactions? Should it be possible, say, to convince King Louis XIV not to repeal the Edict of Nantes with a successful Charm check? At what point is too much hanging on a single die roll? Social skills should be robust enough to handle a courtship as well as a seduction, or to laying out a case for innocence versus a plea for mercy.

The "Duel of Wits" from The Burning Wheel is one example of a set of social skills designed to scale with this sort of scope and complexity, but for my Flashing Blades campaign, I drew inspiration from a different source, the rules for seduction in Victory Games' James Bond 007: Roleplaying In Her Majesty's Secret Service.

JB 007 breaks seduction down into a series of five evocatively named skill checks: 1. The Look, 2. Opening Line, 3. Witty Conversation, 4. Beginning Intimacies, 5. When and Where? Each skill check is increasingly difficult at determined by the Ease Factor, which is multiplied by the character's Primary Chance, which is equal to the character's skill plus the relevant attribute score; as a frame of reference, The Look is EF 10 whereas When and Where? is EF 4. What this rule does is divide a social interaction into discrete steps of increasing difficulty.

As a rule for handling one specific form of social interaction, the JB 007's five steps are fine as far as they go, but they don't do much to differentiate between the personality or individual inclinations of different non-player characters, one of the fundamental difficulties of using certain kinds of social skills, as noted previously. Fortunately, for my own campaign, I have a way around that: the Tractability score. Tractability represents how receptive to suggestion a non-player character may be, providing a modifier to social skill checks. It can also be used in more complex social interactions to determine the number of successful checks required to influence a non-player character as well.

Consider an example: a player character is caught issuing a challenge to a duel by the provost-martial and the player character attempts to convince the provost-martial to 'look the other way' over this violation of the royal edicts. Tractability is applied as a negative modifier to the attempt to persuade; if the two have crossed paths before, as referee I may apply a situational modifier as well, favorably or unfavorably, depending on a reaction roll or the outcome of previous attempts at using a social skills. Suppose that, rather than risk discovery by the provost-martial in the act, the player character wants to secure the provost-martial's agreement not to interfere with this 'affair between gentlemen' prior to the duel. If the provost-martial's Tractability is three, then the player character must succeed at three social skill checks; the Tractability modifier is reduced by one-half, rounded up. Should the player character be interrupted in the middle of the duel, blade drawn and bloodied, then the provost-martial's Tractability score may be doubled - it's more difficult to persuade the king's representative in the heat of the moment from discharging his official duties.

So when does a single skill check roll suffice, and when are a number of skill checks called for? My simple rubric is this: if a social skill is used in an attempt to influence a specific behavior immediately, then a single roll is required; if a social skill is used to influence a recurring behavior or to change a non-player character's attitude, then multiple skill checks will generally be required to succeed.

Failure of a single check is fairly straight-forward, of course; the referee need only assess the degree of failure to resolve the outcome. For a series of skill checks associated with a more complex social interaction, a single failure is only a delay, but consecutive failures means the character must start again with zero successes; three consecutive failures means the character has utterly botched the attempt, and in fact the non-player character's Tractability is now doubled with respect to all future attempts at social skill use by that character!

This system can also be used to handle a player character and a non-player character, or two player characters, attempting to influence a third party, frex, two royal ministers attempting to persuade the king to adopt their respective courses of action, or two lawyers arguing a case before a magistrate. Both the player and the non-player character may attempt to score a success in their attempt to persuade, or they can attempt to rebut a point made by their rival, reducing the other's successes by one instead.

In actual play, I've found this approach to be robust and versatile, frex, dealing with the rakish King's Musketeer's serial attempts at seduction and courtship. The Tractability score shapes how social interactions are likely to unfold and makes each non-player character distinctive, at least to a point - for additional nuance, however, I added one more set of stats to non-player characters, which is the subject of the next post in this series.
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Posted in Flashing Blades, house rules, James Bone 007 Roleplaying Game, refereeing | No comments

Thursday, 13 June 2013

Social Skills in Flashing Blades

Posted on 23:14 by Unknown
So far, I've written about my approach to social skills and roleplaying, the significance of non-player character attributes, and a new npc attribute - Tractability - I introduced for my Flashing Blades campaign. In this post, I'll introduce the social skills in Flashing Blades in a bit more detail, including how they are presented in the game and how they are used in my campaign.

By my reckoning, there are six non-martial skills which qualify as social skills in Flashing Blades' core rules.
BARGAINING
This skill is the ability to haggle and deal to get what one wants. It has greatest effect when buying items in a common marketplace, where haggling is the way things are bought. It may be more difficult to use when buying items with a set price or making special deals. A character with Bargaining skill may get 10% off of the normal price when buying common goods (clothing, food, livestock, etc.).

BRIBERY
This skill represents the ability to determine if various officials may be easily bribed and to calculate the amount of money the bribe should be. Most minor officials (Provincial Sheriffs, Court Clerks, Village Mayors, etc.) may be bribed to overlook minor regulations, lack of proper documentation, etc., for 10 to 20 L (Livres). Officials of the Realm (Town Mayors, Court Secretaries, Provincial Tax Collectors, etc.) and Magistrates will be more difficult to bribe, and will not go for less than 50 L. Royal Officials and other high ranking bureaucrats are far more difficult to bribe, and will generally require some sort of special deal or settlement. Characters with Bribery skill have a better chance of bribing officials than those without, and less chance of being reported.

CAPTAINCY
This skill is the ability to lead men in battle and other emergency situations. It is necessary to have Captaincy skill when leading any organized group. Characters with Captaincy skill will be skilled at taking command in emergency situations, giving effective orders, and controlling large groups of men. Captaincy is required for all officer ranks in the military.

ETIQUETTE
This skill represents knowledge of the social graces. This includes bowing correctly, holding silverware properly, dancing, saying the right thing at the right times, etc. Characters with Etiquette skill may hide their rough edges when in distinguished company, and will be sure of behaving properly in the presence of high nobility and royalty. All characters without this skill must live in constant fear of making a social blunder (tripping their dancing partners, or eating dinner with their salad forks, for example).

ORATORY
This skill represents the ability to speak well publicly. Characters with Oratory skill may be able to persuade and convince others, talk their way out of tight situations, etc. Oratory skill may also be used to make Etiquette, Captaincy, and Magistracy more effective in certain situations.

SEDUCTION
This skill represents the ability to flatter, cozen, and tease the opposite sex into giving information, aid, or various other services. Characters with this skill are adept at courting and are rarely without affectionate companionship. . .
A couple of highlights: first, I like the synergy of Oratory with other social skills; it's the base skill of persuasion, but a character with both, say, Etiquette and Oratory may gain an advantage over another character with just one of the two skills. Second, I like that the Seduction skill is framed in terms of intelligence gathering, with the strong implication that seduction is simply 'intrigue by other means.' In my campaign, Captaincy tends to provide a benefit to attempts to intimidate or otherwise browbeat a non-player character.

Examples of FB's social skills are few in the published adventures for the game. Here are a couple of mentions of the skills as used 'by the book.'
When a Player-Character receives a decoration or field promotion, he may attempt to make a roll against his Luck[/2] or his Charm[/2] (player's choice, +4 to either roll for Etiquette skill). If this roll is successful, he is noticed by the King, and allowed to kiss the monarch's hand. - "The Great Marksmanship Tourney," Parisian Adventure

They could try to trick her out her bonbons somehow (by telling her they are not worthy of a Duchess, and offering to bring her a box of truly royal chocolates, perhaps). This would require a good idea from the players (as judged by the Gamemaster) and a successful roll on Charm (+2 for Oratory or Etiquette skill; +4 for both). - "Scavenger Hunt,"
Parisian Adventure
True to the general description of how the skill rules work in the game, social skills aren't opposed rolls, but rather rolls against the appropriate attribute as modified by possessing a skill. As described previously, my feeling is that this puts the character's attribute in the mode of defining non-player characters' personalities, eg, every character is as bribable as the player character's Wit score allows. To this end, adding the difference between the characters' Social Ranks, to reflect the important influence of class and rank on social interactions in the game-world, and the Tractability score, as a reflection of the npc's receptivity, ameliorate this without expanding opposed rolls beyond what are already suggested in the core rules.

In practice, this means using a social skill looks something like this.

Chance of success = ATTRIBUTE SCORE +/- SOCIAL RANK DIFFERENCE - TRACTABILITY + APPLICABLE SKILL(S) +/- GAMEMASTER-IMPOSED SITUATIONAL MODIFIERS

That's a target number plus two to four - in my experience, usually just two or three - modifiers, which I find readily manageable in the heat of the action.

One of the referee's most important jobs in any roleplaying game is determining when a skill check is required, and this is perhaps especially true with respect to social interactions in the game: when does roleplaying lead to rolling a die? I'll dive into that topic next.
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Posted in Flashing Blades, house rules, refereeing | No comments

Saturday, 8 June 2013

Tractability

Posted on 00:49 by Unknown
On Wednesday I wrote about one of the pitfalls associated with using a player character's ability or skill score as the target number for social interactions, specifically that, if not treated with some forethought, the score comes to define the world. Seduce a marquise? Roll under Charm. Bluff a provost-martial? Roll under Charm. Persuade the king to go to war with Spain? Yeah, you get the idea.

In fact, this is one of the reasons some gamers say they don't like social skills - 'They don't make sense!' - and prefer to simply override them at will when the results don't 'fit.' They have a point with respect to the problem, but their solution - to set aside the rules when they feel like it - is, to me, throwing the baby out with the bathwater. A better fix, for me, is to use smarter rules.

In Flashing Blades, the base value of a skill is the associated attribute score, which is then modified by possessing the skill, usually increasing the target number by + 1 to + 3, usually assigned at the gamemaster's discretion; frex, a character with a 12 Charm and the Etiquette skill might get a + 2 bonus, giving the player a target number of 14 to roll under on a d20 to impress a countess. Assigning ad hoc modifiers helps to alleviate some of the problems inherent in simply rolling under the attribute number, but I wanted something more holistic.

The first modifier I decided to use was the difference in Social Ranks between characters. This was something I started with Traveller, with the difference in Social Standings as a modifier to the reaction table roll, to better reflect social stratification in the Imperium. For FB, this was even more appropriate; characters with higher Social Ranks already expect to receive deference from their social inferiors, and this would be reflected in the modifiers assigned to social skill use as well.

I also wanted something more personal as well, to reflect a non-player character's individual nature, and for this I adapted a feature from another FB gamemaster's house rules for handling mistresses and courtship. In these house rules, which I discovered somewhere on the intrewebs and can no longer locate, each potential mistress was assigned a value of one to six; this number would be used in determining how loyal the potential mistress was to her lover or husband, should a player character attempt to seduce her away. I decided to expand this into a non-player character stat which reflected how amenable to suggestion that character might be. I called the new stat Tractability.

As with the loyalty rating on which it was based, Tractability is usually expressed by a number between one and six, making it a simple roll of a die to determine for randomly developed non-player characters; I did, however, leave myself the option for numbers greater than seven, for special cases. As with the BITS task system for Traveller, I wanted each score to have a verbal shorthand attached as well.

Rating Description
1 Mercurial
2 Impulsive
3 Flexible
4 Reserved
5 Unwavering
6 Intractable
7 + Inhuman


I made three - Flexible - the default value for most non-player characters. The Tractability score is used a couple of ways; as noted, it can be a modifier to the attribute-plus-skill target number for social skill rolls; it can also be used as a divisor, in keeping with a number of skill checks used in FB's published adventures, for a greater degree of difficulty; frex, Tractability 4 can be used as a - 4 penalty to a roll, or to divide the target number by four. The specific circumstances of using Tractability is the subject of the next post on social skills in Flashing Blades.
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Posted in Flashing Blades, house rules, Le Ballet de l'Acier | No comments

Tuesday, 21 May 2013

And Speaking of d20 Modern . . .

Posted on 11:40 by Unknown
After a thirteen year hiatus from roleplaying games, I got interested again shortly after the release of 3e D&D. I was never much of a fantasy fan, but, like the Holmes blue box decades earlier, it was my gateway back into the hobby, and like my early experience with D&D, it was soon supplanted by something else I enjoyed much more: d20 Modern.

Floating around on EN World somewhere is a quote from me: "I love d20 Modern the way a fat kid loves Little Debbies." It was the first somewhat generic system I ever enjoyed playing, largely due to the way character archetypes were handled, and it proved to be a useful toolkit for running a number of campaigns, including Seventies cops-and-robbers in the style of The French Connection and The Streets of San Francisco, French Foreign Legion counter-insurgency in Fifties Algeria, modern horror featuring cultists and super-soldiers, Wild West action (using the excellent Sidewinder: Recoiled supplement), and contemporary search-and-rescue loosely inspired by Baywatch and Cliffhanger.

As with most games I played, I tinkered extensively with d20 Modern, developing a slew of house rules. Some where campaign specific; others were meant to be more broadly useful. I posted some of them in threads at EN World, and somehow, through all the various trials and tribulations of that site over the years, they're still there, unlike similar threads posted on the Whizbros forum which are now just memories.

I shelved d20 Modern when my personal 'old school renaissance' began, which included not only the realisation that the games I loved playing when I was younger were still just as playable now, but also the epiphany that I preferred purpose-built games to generic systems. As much as I love tinkering, sometimes it can be more work than seems worthwhile to kit-bash a generic game to get the campaign I want, as in my frustrated attempts at a Great Game campaign and a Zorro campaign, the latter using the execrable d20 Past.

That said, I don't know that I'm entirely done with d20 Modern. I don't tend to hang onto games I don't plan to play again - I lack a strong 'collector' instinct and I'd much rather ditch the dross - but I boxed up all my Modern books and stored them someplace dry.

That same impulse led me to track down those old house rules threads at EN World last week and start transferring them to a page of their own here on Blogger, beginning with a small collection of non-combat feats. I'll continue to transfer the old threads to that page as time allows. Just in case.
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Posted in d20 Modern, house rules | No comments

Thursday, 16 May 2013

Dash and Glory

Posted on 23:52 by Unknown
A recent thread on theRPGsite asks the question, "Karma, action points, extra dice/points are they a sign of a weak system[?].

I first ran into what John Kim calls "Hero Points" - "a type of mechanic where the player can spend from a limited supply of abstract points to gain successes on actions, cause background events, or perhaps manipulate the plot in other ways" - with Top Secret's Fame and Fortune points, which can be used to turn a fatal wound into a miss, a nice feature in a game with such a high potential for lethality as TS. Later I encountered them in d20 Modern, where Action Points are used to power certain class abilities or as a beneficial modifier to many combat and skill checks, and I really liked them in actual play - for me, they represented a character really 'bearing down' in an attempt to succeed, and like the best resource management rules, they presented the players with an interesting choice of when to spend them and when to hoard them against a future need.

When I picked up Flashing Blades again, I decided to add something similar via a house rule for my campaign. Adding a 'hero point' that worked like d20M Action Points seemed pretty straight-forward, with a point spent providing an extra die added to the target number the player wants to beat. These I called Panache points, and I awarded them as a perq for attempting something swashbucklery, as a roleplaying bennie of sorts.

Lately I found myself revisiting that approach, though; re-reading John Kim's essay, I was reminded of the eponymous Hero Points from James Bond 007, which are received for rolling a critical success. The same rule would work with Flashing Blades, with a roll of 1 on 1D20 providing the player's character with a Panache point instead. This approach short-circuits attempts at players pandering to what they think the referee wants them to do. However, tthat's definitely not a problem with my current players, and honestly I can't think of too many players I've known over the years who would try to take advantage of such a rule; it seems more like one of those 'encountered mostly on the intrewebs' things rather than a real-world problem, at least in my own experience. With that in mind, I can't see why I shouldn't do both: allow a Panache point on any roll of 1 during a martial or non-martial skill check, or as a roleplaying bennie when the mood takes me or the other players.

There is one area of the game where Flashing Blades characters could definitely use a helping hand, and that's in rolls for openings and promotions in careers. The simplest solution would be to allow characters to use Panache points here as well - one rule to bind them all - but I liked the idea of a separate pool of points awarded not for swashbuckling antics but rather for fulfilling the character's professional obligations as well. This pool of points was named Gloire points, and they could be acquired, again at the referee's discretion, for doings something noteworthy in pursuit of that character's career. One Gloire point could be spent for each opening and promotion roll - when Riordan O'Neill recently had the opportunity to roll for promotion to ensign of the King's Musketeers, he spent both of his Gloire points to bump the two rolls necessary for him to gain rank.

Where Panache points represent a character devoting extraordinary effort or concentration to a task, Gloire points represent a favorable reputation which opens doors to opportunities.

And that brings me back to the RPGsite thread linked above. While most of the posters see them favorably, and not as a patch for "weak" games, a couple of gamers with whom I normally share similar outlooks on gaming are strongly opposed to 'Hero Points,' as described here.
For me, the difference isn't so much about the 'do over' or not nature of the mechanic but rather the relationship of the mechanic and how it is understood to work from an in-character POV.

A bennie or action point or whatever, has no meaning whatsoever to the character being played. It is a 4th wall mechanism that pulls you right out of first person roleplay every time you deal with it.

While perhaps not a 'weakness' in a strictly mechanical sense, such tools are antithetical to actually roleplaying a character ( unless that character is in fact a storyteller and not supposedly living the events happening in game.)
Now, I absolutely understand where Exploderwizard is coming from; a number of games I've seen use Hero Points in ways that are antithetical to how I approach roleplaying games, such as spending a point to gain a useful contact or a needed piece of equipment on the spot. At the same time, my sense of immersion isn't impeded by the use of something like Action Points, even if the connection between rationale for the benefit to the in-character action and the player's decision to spend the point may seem fairly tenuous.

More importantly, my experience of using them in actual play is that they're fun. They're fun to hand out, and they're fun to spend, and that's why I chose to add them to my campaign, and so far they've worked out great.
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Posted in Flashing Blades, hero points, house rules | No comments

Thursday, 17 January 2013

Experience Comes From Bad Judgement

Posted on 11:56 by Unknown
Good judgement comes from experience. Experience comes from bad judgement. - Nasruddin (attributed)
Most experience systems in roleplaying games reward characters for success - defeat the monster, pocket the gold, complete the mission, &c, &c. But as Nasruddin notes, success isn't always the best teacher. What about actively rewarding failure?

Flashing Blades uses a tick-mark experience system. Earning checks for attributes allows those attributes to increase, and earning check for skills allows the character to become a Master or Master Superior in the use of that skill. Here's what the rules have to say about awarding checks for skill use.
If, in the course of an adventure, a character uses a skill extensively in dangerous situations, the Master may award him a 'check' in that skill. Checks are noted in the boxes to the right of skills on the character sheet. Each skill may receive only one check per adventure, and normally no more than three or four skills will receive checks in a single adventure.
Attributes are increased similarly, with only one or two attributes recommended for checks in a 'single adventure.'

The number of checks need to improve an attribute increases as the score increases while the number of checks required to achieve skill mastery decreases the higher the related attribute score is. Frex, a character with Charm 11 needs two checks to increase the attribute to 12, whereas a character with Charm 17 needs four checks to increase the score to 18; conversely, if both characters have the Seduction skill, then the Charm 11 character needs thirteen checks to become a Master while the Charm 17 character needs only three.

If success at using an attribute or skill is the only measure by which a check can be earned, then increasing attributes and achieving mastery become much harder, but the rules are clear that using skills "extensively" is grounds for a check; success isn't assumed, only that the skill is put into practice. One of the advantages of FB's tick-mark rule is that the decision to award a check rests with the referee; as such, I can judge if a skill was used not only effectively but in situations where failure was still a meaningful learning opportunity for the character.

This came up in our campaign awhile back when a player decided his character would grapple another character and hold a dagger to his throat. The player made the roll to hit, but lost the opposed Strength check needed to maintain the grapple - after the fight, I awarded his character a check for using the dagger anyway, since it was only the defender's greater strength, and a good die roll, which allowed him to break the grapple and keep the blade from his neck.

Nasruddin was a wise teacher, and FB allows me to apply his lesson to my campaign.
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Posted in Flashing Blades, house rules, Nasruddin, refereeing | No comments

Monday, 14 January 2013

Gaming is Good

Posted on 09:23 by Unknown
Pop quiz, hotshot. What do Santa Claus, Vito Corleone, and Emperor Palpatine have in common?

I channeled all of them while roleplaying Cardinal Richelieu on Saturday night.

This was the first chance I had to first-person roleplay His Eminence in our campaign, and wow, what a rush! First came Santa Claus. Riordan O'Neill, King's Musketeer, spotted a tail following him shortly after his return to Paris, and the next day he and his travelling companion, formerly Huguenot but recently converted doctor Guillaume Sébastien were rounded up by a contingent of the Cardinal's Guards and escorted to the Louvre for an interview with the Cardinal. The prelate sat, stroking a cat in his lap - which got a laugh for its Blofed-ness - as he first offered the doctor a commission as a médecin ordinaire du roi, one of the king's physicians, which the doctor accepted quickly. Next it was the soldier's turn, as His Eminence dangled an ensign's commission in his Guards. Riordan was sorely tempted but in the end he turned it down, even in the face of blackmail over a duel he fought a year ago in a Parisian alley.

After the Musketeer was dismissed, I got to pull out Vito Corleone - 'I may call upon you for a service' - and Emperor Palpatine as I broke down the doctor's resistance to spying at court for the Cardinal. Guillaume is genuinely conflicted over his character's religion and sincere in bridging the divide between his former and present co-religionists - and this produced some truly inspired roleplaying - and the Cardinal used this to insure the doctor's submission.

I also got to see how well one of my house rules worked in actual play as well as put 'rulings, not rules' into action. Player characters in my campaign may earn gloire (glory) dice, which are applied to openings and promotions in the various career paths open to the characters. Riordan earned two gloire dice, one for being decorated on campaign, the other for participating in the cavalry duel with Imperial soldiers at Casale. A roll of 10+ on 2D6 is normally required both an opening and a promotion from sergeant to ensign in the Musketeers in my campaign, so Riordan's player got to roll three dice instead. He cruised on the first roll with a fifteen, but only managed a nine on the second; after thinking about it for a moment, he asked if serving as cornet in Challons' company was worth a bonus, and I agreed that his brevet rank was worth a +1 to the roll, so he got his commission. This was something I'd contemplated as a house rule previously, and now I'm going to make it so, but with a slight twist - more about that another time.

I left my iPad at home, so I ran the game wiki-free for a change. I'm a little startled sometimes at how good my memory for the campaign background is - the only npc name I couldn't remember was Riordan's old landlady, and I improvised a pair of random encounters on the road home.

Finally, this was the first time in over a year the three of us were in the same room together to play. Playing over Skype is good enough, but face-to-face is better.

Now the two are off to Fontainebleau, to join the Musketeers' company and the king's court, respectively.

Gaming is good.
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Posted in actual play, Flashing Blades, house rules, Le Ballet de l'Acier, refereeing | No comments

Monday, 17 December 2012

Boarding Action

Posted on 12:11 by Unknown
Flashing Blades' maritime supplement, High Seas, introduces rules for creating characters such as pirates and sailors and their careers, building and crewing ships, and shipboard combat, including boarding actions. The rule for boarding are bloody, in my experience, as the fight begins with each side raked by musket and pont gunfire, followed by a general melee.

Player characters are treated a bit differently, as described on page 21 of High Seas.
In boarding melee, player-characters should not be subjected to the normal brawl and chaos, and should not be counted among those killed by gunfire and melee combat. Player-characters in boarding melee should be forced to fight, using the personal combat rules. Assume that one enemy will engage a player-character in combat every [shipboard combat] turn (once every five normal personal combat turns) if he is not already engaged. In addition, player-characters may attempt to perform Heroic Actions . . .
The rules as written are fine, but in combats involving, say, a pair of galleons with hundreds of crew members, they are slow. In contrast, the rules for military campaign engagements are faster, so I've adapted the engagement rules for shipboard action.

As per the original campaign rules, all characters participating in a boarding party must roll for injury and special events.
. . . All characters must choose their attitude during combat, before the results of each encounter are determined: cowardly, average, or heroic. Chance of injury is rolled on 2D6.
The following modifiers are applied to the 2D6 roll and the results determined from the table below.

Rank:
Master at Arms + 1
Chief Gunner - 1
First Officer - 1
Sailmaster - 2
Ship's Pilot - 3
First Mate - 3
Captain - 3
Fleet Commander - 4
Admiral - 5
Duties:
Sail Crew - 1
Gunnery Crew + 1
Helm Crew - 1
Marines + 2
Officers + 1
Attitude and Results of Engagement modifiers are as per the original rules.

Modified RollResult
7 or lessno injury
8powder burns (1 pt. general damage)
9-10minor pistol wound (2 pts. damage to a random location)
11minor hand axe wound (3 pts. damage to a random location)
12-13minor cutlass wound (4 pts. damage to a random location)
14minor swivel gun wound (5 pts. damage to a random location)
15-16serious pistol wound (2 + 1D6 pts. damage to a random location)
17serious hand axe wound (3 + 1D6 pts. damage to a random location)
18-19serious cutlass wound (4 + 1D6 pts. damage to a random location)
20-21serious swivel gun wound (5 + 1D6 pts. damage to a random location)


Each character also rolls for a special event.
Directly after rolling for injury, roll for special events (there is no time to rest or regain Hit Points). The chance for special events is also rolled on 2D6, . . . . There are three special events tables, one for each of the three possible outcomes of the encounter: French Victory, French Defeat, and Draw.
The modifiers for the special events roll are below.

Rank:
Captain - 1
Squadron commander or above - 2
Duties:
Sail Crew - 1
Gunnery Crew + 1
Helm Crew - 3
Marines + 2 Officers - 1
The modifiers for Attitude - Heroic, Average, or Cowardly - taken during the battle are as per the military campaign rules.

Modified RollSpecial Events for Victory
8 or lessNo special event
9Personal Encounter with enemy sailor (character must fight one-on-one at close range with an enemy sailor, rolled up by the Gamemaster)
10Personal Encounter with enemy marine or trained fighter (character must fight one-on-one at close range with an enemy marine or other trained fighter, rolled up by the Gamemaster)
11-12Fight to gain control of strategic position (character takes part in a heroic action - cutting sails and rigging, lighting the ship's magazine, or ungrappling, per the rules on pages 21 and 22 of High Seas, plus another roll on the injury table)
13Personal Encounter with an enemy Officer (character must fight one-on-one, at close range with an enemy Officer, rolled up by the Gamemaster; if reduced to 1/2 of his Hit Points, he may be subdued, taken prisoner, and ransomed back to his side)
14-17Chance to take enemy flag (this includes a Personal Encounter with a marine, and two more rolls on the injury table)


Modified RollSpecial Events for Draw
9 or lessNo special event
10-11Personal Encounter with enemy sailor (as listed above)
12-13Personal Encounter with enemy marine or trained fighter (as listed above)
14-17Personal Encounter with an enemy Officer (as listed above)


Modified RollSpecial Events for Defeat
7 or lessNo special event
8-10Personal Encounter with enemy sailor (as listed above)
11-12Personal Encounter with enemy marine or trained fighter (as listed above)
13Surrounded (character must fight his way through an enemy sailor, or be captured)
14Fight to defend strategic position (character takes part in a desperate defense of the ship's magazine, &c.; this includes a Personal Encounter with an enemy marine or trained fighter, plus another roll on the injury table)
15-17Chance to regain ship's flag (character attempts to regain the ship's flag; this includes a Personal Encounter with a marine, and two more rolls on the injury table)


Taking a heroic action successfully, capturing the enemy's flag, defending a strategic position, or regaining the ship's flag all qualify for either an extra share or a bonus, as per High Seas, page 22.

(A special thanks to Beedo at Dreams in the Lich House for reminding me to get this done.)
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Posted in Beedo, Dreams of the Lich House, Flashing Blades, High Seas, house rules, pirate | No comments

Tuesday, 4 December 2012

Random Encounters: Flashing Blades Core Rules

Posted on 13:26 by Unknown
As described yesterday, random encounters "represent the 'living world' which the adventurers inhabit, serving up a variety of unfolding events and chance meetings." Today i'd like to go through how I put a random encounter together, using the encounter tables provided in the core rules for Flashing Blades, plus a couple of house rules borrowed from Traveller and a random motivations table created for 4e D&D I stumbled across which seems to have since disappeared from the intrewebs.
Whenever player characters spend time traveling or in a specific locality, they will meet individuals and groups of people there. These normal everyday encounters may be used to add color and suspense to the game, or they may be expanded into adventures of their own. Powerful non-player encounters may become Patrons for characters. If characters are looking for an adventure and/or patronage, the Gamemaster may roll to see what a possible Patron wants on the Patronage table at the end of this section.

Frequency and types of encounters vary by situation and location, as detailed in the subsections below.
The description of random encounters in Flashing Blades fits very well with the principles I developed from Mad Mesa, of encounters which are complete in-and-of-themselves as well as encounters which may carry future consequences for the player characters, including the possibility of patronage arising from the encounter.

FB's encounter tables are divided between "city" and "countryside"; there are five city tables - tavern, marketplace, palace, ministry or townhall, and church - and three countryside tables - open countryside, forest, and King's Roads. I'm presently working on encounters for the royal palace of Fontainebleau for my campaign - Fontainebleau is a sprawling complex in 1626, which includes the palace proper, two chapels, and wings devoted to the royal ministers who accompany the king, plus gardens, nearby hôtels belonging to various noble families, and the forest which is the king's hunting preserve. This means developing encounters from the palace, church, ministry, forest, and King's Roads tables for Fontainebleau and its environs.

The number of random encounters I prepare in advance for a location is based on how much use I expect it to receive in actual play. Sites likely to receive regular visits from the adventurers may have a dozen encounters preparede, while less frequented locations may have just three readied. I also keep a list of drop-in encounters for locations which I improvise in actual play.

I'm going to put together an encounter for the palace of Fontainebleau proper, so my initial roll is on the Encounter at Palace table: 1d20=3, a Baroness and a possible Patron - 1d20=20, "The Patron offers the character a permanent position in his service, with some sort of special deal or pay for services rendered lin this care, it is similar to the Secret: 'Secret Loyalty.'" So, if the player characters sufficiently impress the baroness, they may be offered some sort of clientage relationship to her. An interesting start.

I incorporated the reaction, surprise, and encounter range tables from original, 'classic' Traveller into my campaign house rules for the simple reason that I know them by heart from long usage. The baroness' reaction roll is a natural 2d6=12, which corresponds t, "Generally friendly." This tells me a little something about her: she's gracious and at ease in her surroundings - a courtier, perhaps? Surprise determines whether or not a character can evade an encountert; the baroness' roll is 1d6=4, which is on the high end - she is neither blissfully unaware nor particularly vigilant. Range measures the distance between the adventurers and the baroness; with a roll of 2d6-5=2, she is at Close range, 0-4 meters away.

Finally, I roll for a motivation: 1d100=76, cooking and eating. Since she is not likely to be cooking for herself at Fontainebleau, I take this to mean she's enjoying something - a cup of chocolate, or coffee, both recently introduced novelties at the French court?

Next, per my house rule, I roll again for another encounter; if a second encounter occurs, on a roll of 5-6 on 1D6, then two encounters are merged into a single event. The second roll, 1d6=5, indicated that a second encounter is included, and it will be rolled on the Encounter at Palace table again. The second encounter is 1d20=9, a Duke, Archduke, or Grand Duke, with 2D6 (2d6=7) Attendants and 1D6 (1d6=4) sycophants, also a possible Patron - the roll for patronage is 1d20=8, "The Patron wishes to have a message taken to someone in a dangerous position (a prisoner in the Bastille, perhaps, or a soldier on the front)."

An encounter with a duke, peer, or foreign prince - the titles of archduke and grand duke are house-ruled out of my campaign - means I will incorporate an actual historical figure if I can; while I've invented a great many fictional nobles for the campaign, for the upper nobility I prefer to use the historical personages of Louis XIII's court - interacting with powerful historical figures is one of the conceits of the cape-and-sword genre. Fortunately, a possibility immediately springs to mind: the duc de Bellegarde.

Bellegarde was a mignon, one of the close circle of favorites around King Henri III; after that king's untimely end, the duke caroused regularly with his successor, the libidinous Henri IV. He is the governor of the province of Burgundy and, as grand squire of France, one of Great Officers of France. Bellegarde is a notorious gallant - a playa, in the parlance of the time - who even has the temerity to flirt with Louis' prim, uptight Spanish queen, Anne. Though he's in his sixties now, he's still vigorous and, as I roleplay him, incorrigible.

Okay, let's see how the rest of this unfolds. The duke's reaction is 2d6=8, Interested; his surprise roll, 1d6=1, is modified to 3 based on skills and military experience - his mind is elsewhere, but long habit makes him hard to catch unawares. Range, based on a roll of 2d6-5=7, is Medium, 8-24 meters away - this means that the baroness and the adventurers are effectively out of earshot of the duke, at least for a moment.

Because the duke is a known, established character, I don't feel the need to roll for a random motivation for him, and the way the encounter is shaping up, I have a pretty good idea of why he's there anyway.

I roll once more to see if a third encounter gets folded into this emerging scene: 1d6=4 - no, just the baroness and the duke and his cronies.

The next question is, who is the baroness? Do I have a non-player character already created who fits well in this spot, or do I need to create a new character instead? Searching through my list of npcs, I don't have a baroness character waiting in the wings, though I do have a few barons - could she be someone's wife? There's the baron de Gras, a member of the queen-mother's household; the baron de Saint-Jurs, a Provençal soldier, and the baron d'Île-de-Batz. I know Saint-Jurs is married, but there's no reason for his wife to be at court at the moment. Gras is a courtier to the Queen-Mother, Marie de' Medici, so he's a possibility for a baroness. D'Île-de-Batz is an agent of Cardinal Richelieu - he has mistress, a rather notorious courtesan, but there's no reason why he can't have a wife at court as well - in fact, making her a lady-in-waiting to the Queen-Mother would fit.

So, the adventurers encounter the baronne d'Île-de-Batz, courtier to Marie de' Medici, strolling in the Galere des Cerfs, perhaps, or along the Grand Parterre overlooking the gardens, sipping a cup of chocolate from a Chinese porcelain cup, occasionally stirring it with a small silver spoon. She offers a gracious nod to the characters - or a deep curtsy, if their social rank warrants it - as they pass, when the booming voice of the Grand Squire, Bellegarde, is heard, approaching. He and his coterie of aides and hangers-on are fresh from the royal stables, trailing clouds of dust and shedding clods of mud - and worse - from their boots. The duke sees the baronne and makes straight for her.

She leans slightly toward the player characters and, as the duke whips off his hat and brushes even more of the dust from his clothing as he strides toward the baronne, whispers quickly, "Sang dieu! Please, save me from this old goat! Follow my lead!" Depending on how the characters respond, she will introduce one of them as a cousin, visiting court, with whom she's eager to catch up. As introductions are made, one of Bellegarde's aides, knowing his master's predilections, whispers something in his ear, to which the duke smiles. Bellegarde is gracious to the "cousin," asking a couple of polite questions, when the aide interjects that perhaps the "cousin" and his companions could be of some small service to the Grand Squire of France.

Now the players have choices: help the baronne escape the amorous attentions of the duke, provide a service to the duke and perhaps gain the favor of a member of the king's household, or perhaps weasel their way out of the whole situation, to avoid getting dragged into the affairs of their betters. Decisions, decisions . . .

And there you have it. I need to develop the character of the baronne d'Île-de-Batz, Bellgarde's trusted aide, and one of the duke's sycophants, a boor who will mock the adventurers' discourtesy should they turn the duke's offer of service down - perhaps a duel is in order? Wife of a faithless husband, lady to the Queen-Mother, the baronne offers all sort of interesting possibilities right out of the gate, and by fleshing out her background, such as her relations, opens up other doors as well.

So that's how I do that.

On Thursday, incorporating Rory's Story Cubes into random encounters.
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Tuesday, 20 November 2012

Two-Weapon Fighting for (4e?) D&D

Posted on 00:04 by Unknown
The talented Paul at Blog of Holding has a post on two-weapon fighting that is, judging from the heading, ostensibly for 4e D&D, but looks like it could work for pre-2e versions of The World's Most Popular Roleplaying Game as well.

Compare the passage from 1e AD&D on two-weapon fighting.
Attacks With Two Weapons:

Characters normally using a single weapon may choose to use one in each hand (possibly discarding the option of using a shield). The second weapon must be either a dagger or hand axe. Employment of a second weapon is always at a penalty. The use of a second weapon causes the character to attack with his or her primary weapon at -2 and the secondary weapon at -4. If the user’s dexterity is below 6, the reaction/attacking Adjustment penalties shown in the PLAYERS HANDBOOK are added to EACH weapon attack. If the user’s dexterity is above 15, there is a downward adjustment in the weapon penalties as shown, although this never gives a positive (bonus) rating to such attacks, so that at 16 dexterity the secondary/primary penalty is-3/-1, at 17-2/0, and at 18-l/O.

The secondary weapon does not act as a shield or parrying device in any event.
And just for kicks, here's what 1e AD&D says about parrying as well.
Parrying disallows any return attack that round, but the strength "to hit" bonus is then subtracted from the opponent's "to hit" dice roll(s), so the character is less likely to be hit. - 1e AD&D PHB, "Melee Combat," p. 104
I've been thinking about this a bit in the context of running a 1e AD&D swashbuckling & sorcery campaign. Looking at the original rule on fighting with two weapons, I think Paul's rule could slot in right beside it - either attempt to gain an extra strike at a penalty, or attempt to use both weapons to gain an advantage such that one of them will find its mark. I like this, because it adds to the feel of fencing which cape-and-sword games attempt to capture.

To really capture that feel, perhaps there also needs to be more choices on defense as well. Trollsmyth's shields must be splintered house rule works very well for battles involving bastard swords and maces, but it doesn't feel quite right for combat fought with a buckler and a basket-hilted broadsword. While I don't like the idea of 'lightly armored fighters' gaining an advantage to armor class to compensate for not wearing armor in D&D, perhaps allowing a main-gauche to provide a +1 to armor class, but limiting it to defense against swords and daggers only, might work. Another thought is, rather than raising armor class with experience, the Duelist gets to use Dexterity in place of Strength when parrying.

In any case, I like Paul's rule and I can see it finding a way into my campaign.
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Posted in Blog of Holding, Dungeons and Dragons, house rules, off-hand weapon, Paul, shields, Trollsmyth | No comments

Monday, 12 November 2012

All Your Base

Posted on 15:33 by Unknown
Author's note: By request, I am re-running my posts on the cape-and-sword endgame. Originally posted over several weeks, I'm re-posting them as a single series over the next several days.

Recently I introduced a discussion of the endgame in cape-and-sword roleplaying games, the point in a campaign at which the player characters become authority figures in the game-world, where conflicts transition from the physical to the political and power comes from one's position at least as often as from one's sword arm.

So far the discussion focused on resources the adventurers may bring to bear as they reach the endgame: social standing and influence, wealth, contacts, and clients. Next I want to take a look at that icon of the roleplaying endgame, the stronghold.

Player characters in Flashing Blades may acquire property a couple of ways. First, there is the Land Advantage available to some beginning characters. Taking this Advantage grants the character a townhouse, a villa, a small or large estate, or - on a roll of 20 on 1D20 - a château; the Land advantage also confers additional income as part of the character's annual allowance, which is important as property also requires annual upkeep and is assessed for taxes each year.

Second, a player may also invest with the goal of acquiring a property, as per the investment rules, or purchase an available property. The rules are silent on whether or not properties acquired by investment or purchase come with additional income as with the Land Advantage, so I have a simple house rule which determines if a property also comes with income.

Roll (D6) Income
0-3 No income from property
4-5 Income as one property lower in Land Advantage
6 Income as per Land Advantage
7 Income as per Land Advantage plus Social Rank 8
Modifiers -1 for villa, +1 for château

Note that a character of SR 7 or less must successfully petition the king to purchase a property which confers nobility with it; the details of this will be handled in another post.

So acquiring a 'stronghold' in Flashing Blades is really pretty simple - a lucky starting character may even begin the campaign with a castle, without clearing a monster-filled wilderness first or hiring architects and stoneworkers to build it for him. Of course, that same character doesn't attract followers - other than a small serving staff that he pays for - or rule his land as a sovereign baron.

That's because strongholds in Flashing Blades aren't castles. They're cities. And provinces. And bishoprics. And you don't attract a handful of men-at-arms. You command a company, or a battalion, or a regiment, or an army . . . or the entire army.

Consider this passage from Flashing Blades, titled, "Entering the Bureaucracy from Other Careers."
Characters who reach high positions in other careers may, if they are ambitious, attempt to enter the Bureaucracy at high levels. Any character who holds the Title of Count or above, and has the skill Magistracy may attempt to become a Magistrate (on a roll of 9 or more) at the beginning of each year after the start of the game. Any character who holds the Title of Duke or above, may attempt to become a Royal Official (on a roll of 9 or more) at the beginning of each year after the start of the game.

Any character in the military with the Rank of Brigadier or above who (1) has the skill Magistracy, (2) has been a Martial Magistrate and (3) now has a Staff position (not a Commander) may attempt to become a Magistrate (on a roll of 8 or more) at the beginning of each year. Any character in the military of the of the [sic] Rank of Major General or above (or any retired Lt. General or above) who does not hold a Command position (or a Field Marechal who chooses not to go on Campaign with his Army) may attempt to become a Royal Official (on a roll of 9 or more) at the beginning of each year.

Any character in the Clergy who is a Prince Bishop or a Cardinal may attempt to become a Royal Official (on a roll of 9 or more) at the beginning of each year.

Any character who is a Master or Grandmaster of a Noble or Royal Order may attempt to become a Royal Official (on a roll of 9 or more at the beginning of each year.
[emphasis added - BV]
In other words, when a character reaches the highest levels of the military, Church, knighthood, or nobility, the next step for ambitious characters is the royal bureacracy.

And what exactly is a Royal Official?
A Royal Official may have the position of Provincial Governor (on a roll of 9+; +1 for having been a Lt. Governor, +1 if Social Rank is 12 or more), Ambassador (requires 1 foreign language and Etiquette skills, no roll necessary) or a City Mayor otherwise. Each of these special positions has its own pay and powers as shown below:
  • A Provincial Governor is paid 350 L per year. He may squeeze up to an additional 1000 L per year from the people of his province, at the risk of open revolt. Within his province, a Governor has the powers of a Magistrate. In addition, he has Command of a Battalion (2 companies) of Fusiliers to keep the peace, and as personal guards.
  • An Ambassador is paid 300 L per year, and is sent to another country as an emissary (likely countries are Spain, England, The Holy Roman Empire, an Italian City State, the Vatican, etc.). He may also receive gifts from the ruler of the country he stays in. This position is of particular interest to Player Characters because of many opportunities for adventure it offers (special missions, treaties, political intrigues, etc.). Ambassadors always have an entourage, including several other Bureaucrats, a Priest (especially if going to a Protestant country), and some guards (usually from the Guards or Swiss Guards Rgts.).
  • A City Mayor is paid 300 L per year. He may squeeze up to an additional 500 L per year from the citizens, at the risk of open revolt. Within his city, a Mayor has the powers of a Magistrate. He also commands a company of Fusiliers to keep the peace, and as his personal guards.
A Magistrate is a powerful figure in his own right, of course.
A Magistrate is a kind of 17th Century Judge and Jury. Provincial justice, and the judgement of crimes committed by people of Social Rank 7 and below will be entrusted to a Magistrate. To pass judgement on a criminal (or framed person) of Social Rank 8 to 12, a tribunal of three or five Magistrates will be formed. Those persons of Social Rank 13 or above may only be judged by the Minister of Justice or the King, and only these personages may overrule a Magistrate or Magistrate tribunal. A character who is a Magistrate may arrest an enemy of lower Social Rank once per year (he is imprisoned for 1D6 weeks). If the enemy is four or more Social Ranks below him, the Magistrate may trump up charges against him (see the Appendix for details on Courts and Justice).
So, a Royal Official governs a city or province, metes out justice - or injustice, depending on his inclinations - and commands a company or battalion of soldiers, or receives "gifts" - a subtle way of describing the bribes offered by foreign princes to ambassadors in exchange for influence at the French court - and an entourage to aid in the performance of his duties.

Reflecting the change from the feudalism to the emerging modern state, a character's power comes less from the land he inherits or buys to the land he controls as part of his position with the society and government. Consider a historical example. After Cardinal Richelieu became Louis XIII's minister of state, he began consolidating his personal powerbase, which included a the governorship of a number of cities around France as well as the province of Brittany; when it appeared that he was about to fall from Louis' favor in the events leading up to the Day of the Dupes, Richelieu planned to flee to Le Harve, the La Manche city that was one of his governorships. Le Harve offered him a place of refuge as well as a point of departure should he need to leave France to escape the king's wrath.

So what good is acquiring property, then? Why bother with the Land Advantage at all?

First, property is still a form of wealth, a valuable one that can be liquidated for cash if need be. A Banker, for example, could take the Land Advantage, sell the property, and use the proceeds to invest or lend, earning interest each year - this can actually be more lucrative than taking the Wealth Advantage. By purchasing additional hectares of land for use as pasture, farmland, orchards or vineyards, a property owner may increase the wealth his land provides.

Second, there is a social obligation to owning land. Per the core rules, for example, an Archduke must own a château and a Grand Duke must own two - per the house rules of my campaign, this applies to Peers of France (duc et pair) and foreign princes (prince étranger), respectively - and lesser nobles are likely to find themselves spurned and insulted for failing to live in the style appropriate to their ranks.

Third, in my campaign property may be used as a means of gaining Favors by entertaining. Balls, hunts, and the like are a staple of noble life, as is the ostentatious display of wealth. In order to seek a Favor, first the honored guest from the whom the Favor is solicited must be invited, on a successful Charm check, with a bonus for the Etiquette skill and modified by the difference in Social Rank between the host and the honored guest. A number of additional guests should be invited equal to the Social Rank of the honored guest - this is doubled if the guest is the king! A Wit check, with bonuses for both Etiquette and Heraldry skill, insures that the guest list doesn't contain any inappropriate invitations.

Entertaining is expensive: each invited guest costs the host the equivalent of one month's upkeep at the guest's Social Rank. Frex, a baron is the honored guest, so there must be ten additional guests, each costing three times their respective Social Ranks in livres to entertain. Increasing this to six times Social Rank gets the host a +3 bonus when rolling to see if the favor is earned.

Guests are typically invited to stay for a week, and various activities are organized each day for their pleasure; a clever host will learn as much as he can about his honored guest and plan activities which cater to his interests, as reflected in his skills. Frex, the baron may enjoy hunting (Tracking skill), gambling (Gambling skill), or chess (Strategy skill).

To determine if a Favor is earned, roll a Charm check, with a bonus for Etiquette skill, doubling the amount spent as host, and for each activity in which the honored guest's skills come into play; the difference in Social Rank between the host and the honored guest is also a modifier to the roll. A successful check means the host has earned a Favor from the honored guest.

Note that the various skill checks describe a resolution system, not a substitute for roleplaying. None of these rolls are expected to replace the referee's judgement or stand-in for the players' in-character choices in actual play.

Last, a property owner may also attract retainers. Retainers, a hold-over practice from the Middle Ages, are armed nobles living in the property owner's household. They may serve as members of the household staff, or simply be 'boon companions' to the owner. Retainers are acquired not by offering patronage but rather providing for their upkeep; in return, they protect their master's interests.

There is one more sort of stronghold common to cape-and-sword tales and games: a ship. Ships confer little in the way of advantage with respect to influence, but they can be powerful economic engines - through trade, privateering, or piracy - and are perhaps closer in spirit to the 'fighter's stronghold' of classic D&D. They are also expensive to acquire and maintain, and vulnerable to a variety of man-made and natural hazards.

Bear in mind that through this discussion I'm looking at how the stronghold of cape-and-sword roleplaying influences the endgame of intrigue. A player character's home may figure prominently in their adventures, of course, and shouldn't be discounted as such.

So far, my discussion of the endgame focused on the kinds of resources which the players' characters accumulate as they gain power in the game-world: rank, influence, wealth, contacts, favors, clients, and strongholds. Next week, it's time to start looking at the endgame from the referee's side of the table, of delivering a game-world in which the characters no longer serve Richelieu or Mazarin, but rather are Richelieu or Mazarin.
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Thursday, 1 November 2012

Mundane Monsters: Addendum

Posted on 10:27 by Unknown
A couple of additional notes on mundane monsters.

The bite of an anaconda, big cat, or crocodilian causes serious damage (+ 1D6) on a roll equal to or less than half the number to hit; a viper's bite never causes more than than a single point of damage.

Each turn that an alligator or crocodile grapples a character, it may attempt to drag the character backward 2 m, usually into water, in lieu of its thrashing attack. This is an opposed Strength check. Because this usually takes place on muddy ground, the character suffers a - 1 penalty to the check, at the gamemaster's discretion. Characters dragged into the water while grappled suffers a - 2 in attempts to break the grapple and may drown, per the rules in High Seas.

Anacondas, big cats, and vipers are typically solitary; crocodilians maybe be encountered alone (1-3), in a small group numbering 1D6+1 animals (4-5), or in a large group of 1D6+6 animals (6 on 1D6).

Sizes here represent normal ranges - larger or smaller individuals may found, and should be scaled up or down in Strength and damage accordingly. For example, a caiman might be Strength 6 + 1D6 and do just 2 points of damage instead of four, whereas a beast such as Gustave could be have a Strength of 25, cause 6 points of damage with each bite, and resist three points of damage per strike with his thick hide.

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Monday, 29 October 2012

Mundane Monsters

Posted on 13:09 by Unknown
Wentyard felt his flesh crawl as he made his way through those dim chambers. The moonlight glinted down through vines tangled across the broken roofs, and shadows lay thick across his path. He reached the chamber where he had slept, and where the coals of the fire still glowed dully. He started across toward the outer door when a soft sound brought him whirling around. A cry was wrenched from his throat.

Out of the darkness of a corner rose a swaying shape; a great wedge-shaped head and an arched neck were outlined against the moonlight. In one brain-staggering instant the mystery of the ruins became clear to him; he knew what had watched him with lidless eyes as he lay sleeping, and what had glided away from his door as he awoke - he knew why the Indians would not come into the ruins or mount the cliffs above them. He was face to face with the devil of the deserted city, hungry at last - and that devil was a giant anaconda!

In that moment John Wentyard experienced such fear and loathing horror as ordinarily come to men only in foul nightmares. He could not run, and after that first scream his tongue seemed frozen to his palate. Only when the hideous head darted toward him did he break free from the paralysis that engulfed him and then it was too late.

He struck at it wildly and futilely, and in an instant it had him-lapped and wrapped about with coils which were like huge cables of cold, pliant steel. He shrieked again, fighting madly against the crushing constriction-he heard the rush of Vulmea's boots-- then the pirate's pistols crashed together and he heard plainly the thud of the bullets into the great snake's body. It jerked convulsively and whipped from about him, hurling him sprawling to the floor, and then it came at Vulmea like the rush of a hurricane through the grass, its forked tongue licking in and out in the moonlight, and the noise of its hissing filling the chamber.
Flashing Blades adventures are filled with conniving courtiers and deadly duelists, but as one would reasonably expect from a game set in 17th century France, there's something of a paucity of big scary creatures. A boar and a great stag, from "The Royal Hunt" in The Cardinal's Peril, are the only animals other than horses to receive any kind of combat stats at all.

But our real world contains many species of animals dangerous to people. REH's swashbucklers, frex, face 'monsters' such as the anaconda in "Black Vulmea's Vengeance," or the crocodiles and gorillas of Solomon Kane's adventures. For a campaign with no magical monsters, fierce animals offer a different sort of challenge for the adventurers, and, as REH alludes to in the excerpt quoted above, they can indeed seem like some otherworldly threat.

So here are a few creatures of the Caribbean for your Flashing Blades and High Seas campaigns. All animals in Flashing Blades take general damage as per the core rules.

Anaconda
Found in the swamps and jungles in the north of South America east of the Andes, the green anaconda is a constrictor snake with recorded lengths of more than twenty-five feet. Anacondas are typically found in or near water, which they use to support their bulk and as cover while hunting, submerging all but their nostrils below the surface.

An anaconda attacks by grabbing hold of its prey with its mouth, filled with a hundred small, back-slanting teeth, and crushing it in the coils of its body. In FB, an anaconda first bites with its mouth, striking on a roll of 1-7 on 1D20, causing one point of damage on a successful strike. On a successful bite, the snake may attempt to grapple with a Strength of equal to its hit points; roll on the hit location chart to determine which part of the character's body is grappled by the snake. A successful grapple causes two points of general damage, and continues to cause damage each round the grapple is maintained. If the snake grapples the head, treat it as a Choke attack.

On successive rounds, if the anaconda maintains its hold, it may attempt to grapple again, wrapping another coil of its body around the character. Each coil which successfully grapples causes two points of damage per round, so a character grappled three time by the anaconda takes six points of damage each round the grapple is maintained; each grapple must be broken individually, and characters not grappled by the snake may attempt to help the grappled character break free, using their combined Strength scores. A character with one arms grappled attempts to break a grapple at half-Strength; a character with both arms can only be saved by others.

Anacondas move slowly on land (3 m normal move) but glide quickly through the water (6 m normal move), easily overtaking most swimming men. An anaconda has 15 + 1D6 hit points.

Jaguar and panther
The large cats of the New World, jaguars and panthers are found all around the shores of the Caribbean, from jungles and swamps to forests and scrub. They prey primarily on deer, capybara, and other medium-sized mammals, including feral goats and cattle loosed by sailors and colonists, ambushing their prey from cover such as shrubs or the branches of trees. Attacks on people, such as hunters or boucaniers, are rare but may be deadly when they occur.

Jaguars and panthers usually attack with their claws and bite. A jauguar or panther who successfully strikes on 1-9 on 1D20 with two claws will grapple a character with a Strength of fifteen. The cat will then attempt to bite the character's neck; a bite attack succeeds on a roll of 1-12 on 1D20. Claws and bites each cause two points of general damage; if a character is grappled, roll for the location of a bite attack, with a -2 modifier for each round the cat grapples the character, including the first. If the cat successfully bites the head and neck, the cat may make a Choke attack on successive rounds unless the grapple is broken. A character slain by a jauguar or panther will be dragged away by the cat and hidden under brush or forest litter, to be consumed later.

Jaguars and panthers are faster than humans (12 m normal move) and tend to chase characters who flee - 'run and you'll only die tired,' as I used to explain to park visitors. The big cats have ten + 1D6 hit points.

Alligator and crocodile
Alligators are found along the coast of North America while crocodiles are found on the islands of the Caribbean and along its Central and South American shores in swamps and jungles. They lurk underwater with only their eyes and snouts visible, waiting to strike prey that comes close to the water's edge.

Crocodilians attack with a powerful bite which strikes on 1-8 on 1D20, causing four points of damage; roll for hit location with a +6 modifier to the roll. On a successful bite, an alligator or crocodile attempts to grapple with a Strength equal to its hit points; if the grapple is successful, the crocodile will attempt to drag the character into the water and thrash him to death by rolling over and over, causing four points of general damage per round until the grapple is broken or the character dies.

Crocodilians are capable of extreme bursts of speed (12 m normal move) for a single round, but they lack the endurance to pursue (3 m normal move thereafter). They are powerful swimmers (9 m per round normal move), Alligators and crocodiles have 12 + 1 D6 hit points; their thick hide protects them from two points of damage from each attack.

Viper
Vipers are poisonous snakes found along the Caribbean shores; they include rattlesnakes and water moccasins in North America. Preying on small mammals, they rarely attack people unless they are surprised or disturbed.

A viper attacks with its bite, striking on a roll of 1-6 on 1D20. Roll for hit location with a + 6 modifier for snakes on the ground; arboreal vipers lurking in tree branches, however, roll for hit location with a - 3 modifier instead. A viper's bite is venemous; though it is not usually deadly, it can cause extensive tissue damage. The bite itself causes one point of damage; for 1D6 minutes following a bite, the character must make a check versus Endurance each round, suffering an additional point of damage from the venom for each failed check. If the character succeeds on two successive checks, then no more rolls are required for that wound, but if a character fails three checks in succession, then the bite causes permanent damage; any bite on a limb such as a hand or arm results in amputation - treat as Lose Hand/Lower Limb results - while a bite to the chest, flank, or head results in the permanent loss of one point of Endurance. A surgeon who immediately treats a snake bite allows an extra Endurance save each round, with no penalty for failure of the second check.

Vipers are slow (3 m normal move) but they are - 1 to hit due to their small size. They have only two hit points.

Anacondas, big cats, and crocodilians are opportunistic hunters and may occasionally attempt to take a character as prey. Most will not press an attack if injured, withdrawing if possible if they suffer more than half their hit points in damage rather than fighting to the death, unless they are cornered, starving, or defending their young.
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Posted in animal, Flashing Blades, house rules | No comments

Friday, 26 October 2012

Everyone Talks About the Weather

Posted on 13:00 by Unknown
Now someone's finally done something about it.

Friend of the blog Bren at RPG Net created a nifty weather table for use with his Honor + Intrigue campaign, set in 1623 France. Inspired by an old RuneQuest supplement, the table allows weather to change over the course of days based on the current conditions, something all good weather tables should do.

Check it out.
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Posted in Big Purple, Bren at RPG Net, Honor + Intrigue, house rules, random | No comments

Saturday, 13 October 2012

Club Life

Posted on 10:08 by Unknown
En Garde! the 'little brown book' of cape-and-sword roleplaying games, began life as a set of tabletop miniature skirmish rules but soon took on roleplaying elements as the players wanted to know more about who their duelists were and why they were fighting, creating a social milieu for the characters.

One rules component of this milieu is gaining and losing status points. Status points represent a sort of social currency; they are essential to maintaining a character's social rank. Because the characters are swashbucklers, status points are gained and lost doing swashbuckler-y things: carousing, seducing mistresses, going to war, and so forth.

One of the means of acquiring status points is membership in a gentlemen's club. Clubs in EG are inspired by the London clubs, first established in the late 17th century and growing in number and popularity through the 18th and 19th centuries, as well as their appearance in cape-and-sword stories, such as Harold Young's The Scarlet Pimpernel. Gentlemen's clubs in En Garde! provide the players' character a place to gamble and seek feminine companionship, both of which offer status points; they also give the opportunity for toadying, which is gaining status points by hobnobbing with those of greater social status.

Like regiments and campaigns, offices and titles, EG's gentlemen's clubs were included in Flashing Blades; though they are arguably an anachronism in FB's default setting of 17th century France compared to EG's pastiche game-world, they are inspired by and emulate the genre, such as Zaton's cabaret in Stanley J. Weyman's Under the Red Robe. Unfortunately, FB's gentlemen's clubs don't really do very much else as presented: they offer a hierarchy of ranks with attendant social levels, a bit of income and the opportunity for graft, and a perq which may be awarded to other player characters or non-player characters. FB's Social Rank is tied closely to one's career and wealth, and it does not require a constant investment in status points, so one of the prime reasons for joining a club in EG is absent in FB. While a number of non-player characters are described as members of gentlemen's clubs, and clubs appear in rumors, none of the fifteen adventures published for Flashing Blades revolve around the activities of one or more of the clubs specifically. Clubs seem to exist primarily as a means for the gamemaster to introduce adventure hooks.

The incentives for joining a gentlemen's club in Flashing Blades seem too weak and poorly defined, lacking the discrete benefits offered to the adventurers in En Garde! So what should FB clubs offer?

As in EG, gentlemen's clubs in my Flashing Blades campaign are a place to carouse, gamble, and seek feminine companionship. Members of gentlemen's clubs may earn check marks in their Carousing skill - one check mark is earned for each year spent as a member of a club, which means if you eventually want to be a Master Superior in Carousing without killing your liver, a club membership is a good idea.

Gambling is another pastime associated with gentlemen's clubs in En Garde! and what little the published Flashing Blades rules and adventures say about clubs suggests this is intended to be the case in FB as well. Each club keeps a table limit, which may be exceeded only at the discretion of a manager or other officer, and gamblers are immediately forfeit membership if caught cheating other members or failing to make good on a bet - a caning from a manager may also be in order. A gambler who wins consistently, at the referee's discretion or on a roll of Luck/2 on 1D20, may be staked by the house, keeping thirty percent of his winnings with the balance going to the club - any gambler staked by the club who loses on two consecutive visits is considered to have gone cold and will no longer be staked until he returns to his winning ways.

Rules for courting a mistress may be found in the short adventure "Scavenger Hunt" in Parisian Adventure and a set of courtship house rules developed by (I think) Matthijs Krijger, owner of the Flashing Blades Yahoo group, used to be available on the intrewebs, but I've been using a kuldged-together house-ruled version of the seduction rules from Victory Games' James Bond 007: Role-Playing In Her Majesty's Secret Service for my campaign to date. Aside from using a certain notorious random encounter table to flesh out the descriptions of the clubs for my campaign, I haven't done anything special as far as locating potential mistresses other than simple random encounters. A full set of courtship rules is on my plate as a future project, however, and the role of gentlemen's clubs in meeting courtesans and the like will be folded into that.

So, on one level, this carries forward the activities of the gentlemen's clubs in En Garde! to Flashing Blades, but it's a very literal translation, devoid of nuance, in that it misses the mark as carousing, gambling, and courting are a means of maintaining one's social status in the game-world, not just entertainments for the adventurers to pursue. The way to make clubs meaningful in FB, then, is to give them a social function.

The rules for Contacts and Favors provide a useful means of integrating gentlemen's clubs into the larger social world of the characters. First, a club acts as a Contact on which a member may call. As an effective Contact of the player character, a member receives "aid" from the club "a reliable source . . . of game-world information, including rumors." Given the broad membership of a gentlemen's club, this should encompass more than a regular Contact, at the referee's discretion. The member may ask club members to exert influence of an "informal" nature on his behalf, at a Social Rank equal to that of the club's minimum requirement for membership.

Members may also request a Favor from the club. A Favor will be granted at the level of the minimum Social Rank required for membership; such a Favor is received once per year. A member may also ask for a Favor from one of the club officers - secretary, treasurer, or club chief - once; to receive a Favor from an officer, at the officer's Social Rank, the member must roll under his own Social Rank on 1D20, with the difference between the officer's SR and the member's SR as a modifier.

A Contact and an anually renewable - albeit relatively low Social Rank - Favor provides a social benefit to being in a club, and it reinforces the idea that club members are mutually supportive of one aother.
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Posted in En Garde (game), Flashing Blades, house rules | No comments

Monday, 8 October 2012

Stupid Dice Tricks

Posted on 11:21 by Unknown
I have mixed feelings about novelty randomisers.

Novelty randomisers aren't new to roleplaying games - Crimson Cutlass , for example, used Tarot cards as a randomiser in 1979 - but I'm guessing most gamers are familiar with more recent examples such as Deadlands' playing cards and poker chips or Dread's Jenga tower. Once in awhile a would-be game designer at Big Purple pops up with an idea for some other means of generating random outcomes - my impression is usually that it's less about the outcome and more about the novelty, a grab for attention.

And yet, I think, Hmmm, swashbucklers dueling in a burning building, or a ship drifting toward a dangerous reef - the Jenga tower would be perfect for modeling that!

Perhaps that explains my fascination with LEGO dice.

We picked up the LEGO board game Pirate Plank on a trip to LEGOLAND last year - the image at right is the buildable die from that game. In Pirate Plank, the goal is to avoid walking the plank. During the game, you roll the (initially blank) die - you can either add a color tile matching that of one of the other players' pieces, or, if color tiles are already on the face, you may move an opponent's piece a number of spaces equal to the number of matching color tiles. The skull-and-crossbones face allows you to either move one of your opponents' pieces one space forward or your own piece two spaces back. Each turn then presents a choice of move your opponent now or build up as many colors on the die face as you can and move your opponent's piece further later in the game. My son - who picks up game strategy incredibly quickly - and I play this one quite often.

The LEGO die frames just call out to me for a roleplaying game application - and I'm not the only one, apparently. In that thread I noted that the LEGO die makes a useful condition track - each tile could represent something like a successful skill check, frex.

I considered adding the LEGO die to the Flashing Blades dueling system - each round in which you successfully hit an opponent without being hit in return allows you to roll the die and either add a tile or use the number of tiles of your color as a bonus to an attack or parry in the next round. I was reminded of this by the Honor + Intrigue Advantage track earlier this year.

One of the great things about the LEGO die as a condition track is that once a tile is added to the frame, it stays there until it's removed, so it allows a condition to be tracked over long periods of time without note-keeping - and it can't be bumped off the track when a character sheet gets jostled. With this in mind, I looked at ways to use the LEGO die with the homebrew courtier minigame rules I'm picking away at. One possible application is tiles on the the LEGO die representing the circle of the King's closest courtiers - each time the adventurers either gain one of the courtiers as a Contact or gains a Favor from one of these courtiers, or even potentially takes over one of those positions, the color changes to that of the character. Anytime the adventurers attempt to sway the King to their course of action, the die is rolled, and the difference between the number of the adventurers' tiles and that of the other courtiers becomes a bonus or penalty to the die roll. This allows me to track the extent of the characters' influence at court over a long period of time.

While both of these applications - and another half-dozen or so floating around in the corners of my mind - appeal to me, I'm also acutely aware that I have a solution in my hand while searching for problems to fix with it, which is really kind of an ass-backwards way to do things - novelty for novelty's sake. It's why I haven't actually unveiled any of my own stupid dice tricks just yet.
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Posted in Crimson Cutlass, Flashing Blades, Honor + Intrigue, house rules, LEGO, random | No comments

Friday, 28 September 2012

LoS

Posted on 16:10 by Unknown
Wargame rules often spend a fair number of paragraphs on who can see whom. Line of sight - usually abbreviated LoS - can be a part of everything from firing weapons to charging to a commander changing a unit's orders, so wargames treat it with some care. Fans of the original Squad Leader will remember the dot in the center of each hex used for determining whether a particular hex could be seen from another hex, or the determination of "hull down" for AFVs on ridgelines.

After wargames birthed roleplaying games, the need to determine when something was in view to the characters remained. OD&D, for instance, says that monsters are detected at a distance of 20-80 feet underground or 40-240 yards outdoors unless the party is surprised. It's interesting there's no consideration for individual character proficiency, and when such a differentiation appears, it's associated with classes and skills, not ability scores. Frex, the 1e AD&D Ranger, as a class ability, is more likely to surprise an opponent and less likely to be surprised in turn, while in Traveller, the Tactics and Leader skills and military experience favorably modify surprise for the adventurers.

Boot Hill retains a facing system more like that of the tabletop miniature skirmish game from which it was derived, with characters able to observe a 90-degree arc ahead of them and the ability to observe someone in concealment wholly at referee discretion. I soon added a house rule that a character could spend one movement point to 'look around,' which allowed the character to extend the observation axis by another 90-degrees to the left or right; in this way, a character could run but would be slowed by taking his attention off the direction in which he was moving, which seemed a fair trade-off. Again, the character's attributes played no particular role in determining what could be seen, and in BH, even the dice were removed as a factor, as opposed to D&D or Traveller.

It wasn't too many years before roleplaying games introduced rules for alertness, perception or observation, often associated with a character attribute and/or skill, and this soon became the norm; with some games, such as d20-based systems, a combination of attribute scores, skill points, and feats could produce 'Spot-monkeys' with superhuman powers of observation.

Though I think that later roleplaying games tend to make too big a deal out of things like Spot, Alertness, and so forth, treating all characters as equally perceptive is perhaps a bit too coarse-grained as well, appropriate to small units but not distinct individuals. Accordingly, for my Flashing Blades campaign, I use a blending of the two methods. The core rules make no mention of surprise or observation, but examples in the published adventures point to both the Wit and Luck attributes; in fact, it was this usage of Luck that led me to spell out that in my campaign, Luck is, "rather than a metaphysical force or quality, the insightfulness of the character: it's the ability to notice subtle clues or behaviors, to be in tune with one's surroundings" - a gambler, for which Luck is the associated attribute, isn't so much smiled upon by Fortune as he is able to pick up tells from his fellow gamblers, for example. As such, Luck is often used to represent the power of observation or perception in actual play.

As a modifier to an individual's Luck attribute, I also use the combined surprise and initiative rules for original, 'classic' Traveller - the skills Captaincy and Strategy replace Traveller's Leader and Tactics respectively, and service on a campaign gives the benefit of military experience. If the adventurers are surprised as a group, then individual Luck checks are made at a penalty of Luck/2 or Luck/3 at my discretion. For me this achieves the best of both worlds.

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Posted in Boot Hill, Dungeons and Dragons, Flashing Blades, house rules, miniatures, refereeing, Traveller | No comments
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  • SirJarva
  • social contract
  • social sandbox
  • social standing
  • solo
  • Solo Nexus
  • Solomon Kane
  • Sophie Marceau
  • Source of the Nile
  • Spacejacking
  • Spanish Fury
  • stage fighting
  • Stanley J Weyman
  • Star Wars
  • Steve Winter
  • Stewart Granger
  • story games
  • Super-Team Family
  • Swashbuckler (Jolly Roger game)
  • Swashbuckler (Yaquinto game)
  • swashbuckling
  • swashbuckling and sorcery
  • sword
  • Swords of the Red Brotherhood
  • Swordspoint
  • Swordswomen of the Silver Screen
  • Talk Like a Pirate Day
  • Taras Bulba
  • Tartuffe
  • Tavern Cards
  • TCM
  • Te Deum pour un massacre
  • Telecanter
  • Telecanter's Receding Rules
  • television
  • Tenkar's Tavern
  • tennis
  • Tercio Creativo
  • The 13th Warrior
  • The 9Qs
  • The Admiral's Ghost
  • The Adventures of Don Juan
  • The Adventures of Robin Hood
  • The Adventures of Sindbad
  • the Batman
  • The Black Arrow
  • The Black Buccaneer
  • The Black Swan
  • The Borgias
  • The Boy's King Arthur
  • The Buccaneer
  • The Business of War
  • The Cavalier in the Yellow Doublet
  • The Court Jester
  • The Courtship of Miles Standish
  • The Crimson Pirate
  • The Crown and the Ring
  • The Deerslayer
  • The Deluge
  • The Dragon's Flagon
  • The Duelists
  • The Dungeon Dozen
  • The Escapist
  • The Golden Voyage of Sinbad
  • The Isle of Pirate's Doom
  • The Justice of the Duke
  • The Lady and the Bandit
  • The Lion in Winter
  • The Mark of Zorro (1920)
  • The Mark of Zorro (1940)
  • The Mask of Zorro
  • The Master of Ballantrae (movie)
  • The Master of Ballantrae (novel)
  • The Mysterious Stranger
  • The Other Side
  • The Pen and the Sword
  • The Perfect Captain
  • The Phantom of the Opera
  • The Princess Bride
  • The Prisoner of Zenda
  • The Queen's Cavaliers
  • The Russian Storybook
  • The Savage AfterWorld
  • The Scarlet Cockerel
  • The Scarlet Pimpernel (1982 movie)
  • The Scarlet Pumpernickel
  • The Scottish Chiefs
  • The Sea Hawk
  • The Sea-Hawk
  • The Shadow of the Vulture
  • The Spanish Main
  • The Swordsman of Siena
  • The Thief of Bagdad
  • The Three Musketeers
  • The Three Musketeers (novel)
  • The Three Musketeers (Paul WS Andersen)
  • The Three Musketeers (RIchard Lester)
  • The Three Musketeers (Rowland Lee)
  • The Tudors
  • The Usual Suspects
  • The White Company
  • The World of Music
  • theatre
  • theRPGsite
  • Thoul's Paradise
  • Tim Brannan
  • Tim Snider
  • Tiny Solitary Soldiers
  • Top Secret
  • Toshiro Mifune
  • Tour de France
  • Traveller
  • Treasure Island
  • Treasure Island (1934)
  • Troll in the Corner
  • Trollsmyth
  • ttfn
  • TV Tropes
  • Twenty Years After
  • Twitter
  • Tyrone Power
  • Under the Red Robe
  • Universal Studios
  • Vaesen
  • Valley of the Giants
  • vanity
  • Vatel
  • veil of ignorance
  • Very Civile Actions
  • video
  • video game
  • Vikings
  • W Heath Robinson
  • Walter Paget
  • War and Game (blog)
  • wargames
  • Warren W Baumgartner
  • Warrior Pursuits
  • Wars of Louis Quatorze (blog)
  • Wayne R
  • Westward Ho
  • what shite
  • wiki
  • William Hobbs
  • Wimbledon
  • Wine and Savages
  • World of Music
  • world-building
  • Zak S
  • Zorro
  • Zorro (1974)

Blog Archive

  • ▼  2013 (157)
    • ▼  September (15)
      • Talk Like a Pirate Day!
      • Wednesday Wyeth
      • "The pass to Bourbon . . . Slapshot! . . . GOAL!"
      • Lazy Monday Link Dump
      • The Pen and the Sword: The Cavalier in the Yellow ...
      • Here Be Monsters
      • Dividends
      • Wednesday Wyeth
      • Meditation on a Visit to a Game Store
      • Random Encounters Coda: Order from Chaos
      • The Pen and the Sword: The Cavalier in the Yellow ...
      • Seriously
      • Retcon
      • Wednesday Wyeth
      • Another Solo Gaming Resource
    • ►  August (13)
    • ►  July (11)
    • ►  June (24)
    • ►  May (21)
    • ►  April (4)
    • ►  March (18)
    • ►  February (22)
    • ►  January (29)
  • ►  2012 (343)
    • ►  December (32)
    • ►  November (34)
    • ►  October (27)
    • ►  September (21)
    • ►  August (33)
    • ►  July (29)
    • ►  June (28)
    • ►  May (31)
    • ►  April (34)
    • ►  March (39)
    • ►  February (29)
    • ►  January (6)
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