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Showing posts with label swashbuckling and sorcery. Show all posts
Showing posts with label swashbuckling and sorcery. Show all posts

Monday, 4 February 2013

The Queen's Cavaliers: An Interview with Caoimhe Ora Snow

Posted on 11:28 by Unknown
A Really Bad Eggs Exclusive!

In a recent post on Big Purple, designer of Wandering Monsters High School, proprietor of Bold Pueblo Games, and gaming blogger Caoimhe Ora Snow mentioned that she is writing and playtesting a new swashbuckling roleplaying game, The Queen's Cavaliers. Caoimhe generously agreed to answer a few questions about herself and TQC.

Really Bad Mike: Thanks so much for taking the time to answer a few questions, Caoimhe. How did you become a tabletop gamer? What games - roleplaying, board, card - did you play, and what were your favorites?

Caoimhe Ora Snow: I've been gaming since I was in junior high school, over 30 years ago. I started on Advanced Dungeons & Dragons, and I still play 4th Edition D&D today. I've played a number of other fantasy, superhero, and science fiction RPGs over the years, from early games such as Marvel Super-Heroes, DC Heroes, Gamma World, and Alternity, to current games like Marvel Heroic Roleplaying and Apocalypse World/Dungeon World.

Second edition AD&D had the best worlds and concepts, although the rules always needed tweaks and rebalancing. My favorite D&D setting has always been the Al-Qadim Arabian Adventures line.

RBM: As a big fan of The Arabian Nights and the awesome Ray Harryhausen movies, Al-Quadim is right in my wheelhouse, too - my favorite 2e D&D product by far. What lead you into game design? What do you consider to be your most significant design influences?

COS: I've always been the primary gamemaster in most of my groups, so tinkering with the systems came naturally to me. I made conversions of Al-Qadim to 3rd edition and 4th edition D&D, and posted those on the Web. I've also written a number of fan supplements and adventures for D&D Gamma World.

In 2005, I spent a day working on a 24-hour RPG, and Wandering Monsters High School was born. I ran a kickstarter for that in 2011 and published WMHS commercially in 2012. I've written a few other games for Game Chef, such as Bone White, Blood Red, Awesome Women Kicking Ass, and I'm a Pretty Princess! – all of which have a tendency look beyond the routine and come up with unusual ways of creating and tracking characters. For example, BWBR used a cord with threaded beads for a character sheet, while IaPP! was based around coloring books.

RBM: You described The Queen's Cavaliers as "a clockwork Baroque swashbuckling fantasy." What is the setting like? What do the player characters do?

COS: TQC is set in a fictional analogue of 17th century France called Gallinea. Gallinea is a matriarchal monarchy ruled over by a young queen who strives to maintain her late mother's progressive policies in the face of growing discontent. Internal and external enemies abound – from the Speakers of the Desert Mother and their underground cult, to the scheming Guardian of the Faith serving the Empress-Goddess and his own desires. More conservative counts and dukes consolidate their power in the distant provinces, while the foreign-born Prince-Consort finds himself opposed by the Prince-Father.

The setting is deliberately low-magic; you won't find wizards tossing fireballs here, nor dragons. The practice of alchemy and the study of portents are both common in Gallinea, as well as the practice of charmweaving – embedding magical protections and enchantments into apparel.

Our approach to technology is decidedly clockpunk rather than steampunk; think more of Leonardo Da Vinci's designs than of steam engines. Gallinea has gunpowder, experimental airships, clockwork prostheses, and gearswords.

The default scenario for a game or campaign of TQC casts the player characters as the elite members of the royal military – the Queen's Cavaliers. Characters are either directly affiliated with the Cavaliers or work closely with them to further the queen's interests; in one of our playtests, for example, the queen's physician accompanied the Cavaliers.

RBM: How does TQC work? What are your influences rules-wise? What's novel about the game? What are you most excited to share with other gamers?

COS: A TQC character is built from the combination of two character classes – so you could be a Cavalier/Chaplain, a Dragoon/Provincial, a Charmweaver/Mechanician, or a Courtier/Pirate. Your classes determine your starting skill, weapon, and armor prowesses, as well as special maneuvers.

TQC uses a dice pool system – one that evolved out of Wandering Monsters High School's mechanics with influences from Marvel Heroic Roleplaying and Dungeon World. Each character has a dice rating for Verve, Affinity, and Guile, and adds extra dice based on skill ranks. Equipment, special maneuvers, and charmwoven apparel can add additional dice to the pool.

Once the dice are rolled, the top two dice are added together for the total, while the number of success points is the smallest of those top two dice. For example, if the pool consists of 3d8+1d6 and you roll 5, 7, 2, 4, the total is 5 + 7 = 12 and the success points are 5. If you beat your opponent – or a standard difficulty roll for unopposed rolls – then you can spend your success points on various effects.

For example, if you successfully Parry your opponent's Lunge, you can spend 1 success point to negate the attack, then 2 points to execute a Riposte. If your Riposte hits (by beating his Dodge), you could move him closer to giving up by inflicting Yield on him (1 success point per Yield point), you could increase your own Advantage die (2 success points per die step), or gain another style point to power your style maneuvers (3 success points for a style point).

One key feature of the combat system is the Advantage die. Instead of the typical model of wearing down your opponent's hit points, swordfights in TQC are about jockeying for a position by building up your Advantage die from nothing, to a d4, a d6, up to a d12. Fights get more deadly the longer they go on, and are much more likely to end in a crescendo than a whimper – simulating the type of fencing battles you see in the best swashbuckling movies.

RBM: Wow, that sounds cool! If you could pick an author to write a novel, or a director to film a movie, based on TQC, who would it be and why?

COS: Oh, no debate, it would have to be Paul W.S. Anderson.

...just kidding! While we do take a little of our inspiration from the clockpunk technology in the 2011 The Three Musketeers movie, of course the ideal would be Richard Lester, plucked from the 1970s by some kind of clockwork time machine.

Since we started on this project, I've seen a bunch of Musketeer-themed movies – some awful, many of them with little tidbits of inspiration for TQC despite the quality of those movies. Lester's 1973 The Three Musketeers is the best of the lot, but I also enjoyed seeing a female Musketeer in La fille de D'artagnon (1994) and At Sword's Point (1952).

RBM: I love Maureen O'Hara in At Sword's Point - one of the best stage fencers in Hollywood in her day.

Thanks again, Caoimhe, for taking the time out to do this; I sincerely appreciate it, and I'm really looking forward to the release of The Queen's Cavaliers.
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Posted in Bold Pueblo Games, Caoimhe Ora Snow, interview, roleplaying games, story games, swashbuckling and sorcery, The Queen's Cavaliers | No comments

Monday, 3 September 2012

The Saga Concludes

Posted on 01:21 by Unknown
Sean B at Wind and Savages concludes his pictorial history of his last campaign, bringing the saga of Vivienne de Malbec and Girolamo de Sangiovese to a hilarious close - seriously, I laughed out loud at the alchemist Dom Perignon and "poisoning" Rousanne.

Links to parts 1 through 3 can be found here. The whole thing is inspired, particularly the tongue-in-cheek names, which put some gamers teeth on edge but I love.
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Posted in actual play, Savage Worlds, Sean B, swashbuckling and sorcery, Wine and Savages | No comments

Thursday, 30 August 2012

1e AD&D Monsters for Swashbuckling & Sorcery

Posted on 00:08 by Unknown
So, as a coda to this little thought-experiment, I gave some thought to monsters in a swashbuckling & sorcery 1e AD&D campaign.

Given that I'm not much of a fantasy fan, my own predilection is for a humans-only campaign with very few monsters. While AD&D can certainly do such a campaign, it also rather misses one of the reasons for choosing Dungeons & Dragons in the first place. So, the question becomes, include everything or limit the selection, and if the latter, how much?

My own inclination is to limit the selection; even when I ran bog-standard pseudo-medieval D&D fantasy, I pretty severely limited the range of monsters found in the campaign world from what was available in the various monster manuals. That said, it is personal preference, not an attempt to define the genre by way of inclusion or exclusion from a selection of fantastic creatures. If you want your swashbucklers battling ankhegs and neo-otyughs, more power to you, but I'm going to take a different path.

When I think of swashbuckling & sorcery, what first comes to mind is Solomon Kane. The world of REH's Puritan swordsman is filled with degenerate men, some wielding foul magics and trafficking with foul spirits, others just plain fouled by their own corrupt natures, but it's also a world with 'real,' as opposed to metaphorical, monsters. 'Dark powers' abound, represented in AD&D terms by creatures such as demons, devils, dæmons, and other evil outer planar monsters. At low levels the adventurers might find themselves beset by imps or quasits bound to the service of a witch, frex, before graduating to more powerful fiends as they uncover sinister schemes and attract unwholesome attention as a result. Rakshasas and ogre magi - oni are perfect for this as well. Appendix D of the Dungeon Masters Guide is the ideal tool for generating unique fiends for my swashbuckling & sorcery campaign.

In fact, unique monsters, or rare groups with a limited geographic range, appeal to me. More on that in a moment.

In addition to demons et al., undead are another logical category of monstrous foes for swashbuckling & sorcery. The whole gamut of horrors may be found in the game-world, consorting with the most vile and debased among the living. Revenants and ju-ju zombies jump out at me - so to speak - as particularly fitting: the venegeful, unquiet spirit and the horrific servant of a dangerous spellcaster.

Lycanthropes fit the swashbuckling & sorcery setting well, again tapping that notion of curse-spawned corruption among men.

Now, the common theme in all of these monsters so far is that they are found in concert with humans. For me, swashbuckling & sorcery doesn't summon up an image of a world on the verge of being overrun by legions of umber hulks riding armored purple worms - rather, most monsters of the campaign exist in the shadowy corners of the world of men. This opens up another door, that of the wee folk - leprechauns, brownies, pixies, nixies, and the like - found on the fringe of human society.

The world of Solomon Kane is more than just the dusty roads, looming castles, and dark forests of Europe, but also includes the wider world as well. In my conception of the swashbuckling & sorcery campaign, I would make a distinction between monsters found in mostly 'civilised' lands, and those found in the hinterlands of terra incognita. Beyond the pale of 'civilisation' is where we find intelligent apes, sabretooth cats, giants snakes and scorpions, and dinosaurs - 'cause, y'know, PIRATES FIGHTING DINOSAURS! - as well as legendary monsters like the sphynx, the kraken, the lamia, the leucrotta, and so on. This is where the notion of unique - THE Kraken, rather than a kraken - or rare, geographically restricted creatures comes into its own. Rather than 'vampires,' frex, a single vampire with a number of servitor spawn in a forbidding castle, dwelling on its accursed state, or a kaiju-like dragon turtle which haunts a strait in some distant sea.

Finally, there are demihumans and humanoids. My personal inclination is not to include either one, but, again, that really flies in the face of the game - why bother with D&D at all, then? With respect to the latter, what few humanoids exist in my concept of the swashbuckling & sorvery game-world are found in those distant hinterlands, in steaming jungles or impassible mountains, not threatening the civilised lands of men.

That leaves demihumans, which also impacts playable races. In short, dwarves, halflings, elves, and half-orcs are shuffled off to the HUMDRUM-V while half-elves and gnomes get to ride in the FUN-V.

Why? First, gnomes are fun-loving, not terminally stodgy like dwarves and halflings - plus, Roger Moore once wrote in Dragon about playing a gnome names Cyragnome de Bergerac, so, that. I've always played gnomes not as 'tinkers' or that other Dragonlance crap, but as the playable wee folk race, similar to brownies and leprechauns. In my mind's eye I can picture a gnome duelist far more readily than a dwarf or halfling.

Elves become a monster in this campaign - my model is the evil Pharisees from Three Hearts and Three Lions, who, incidentally, also appear in Q1 - and half-elves are like changelings, the spawn of the evil elves and humans.

Half-orcs, if they exist at all, are an npc race out there in the hinterlands.

So there, a little monstrous brainstorming to wrap up 1e AD&D swashbuckling & sorcery. If I do end up running this in the future - Las Vegas is calling it 5:4 against at this point - I'll publish a more detailed list of monsters from my campaign.
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Posted in Dungeons and Dragons, refereeing, swashbuckling and sorcery | No comments

Monday, 20 August 2012

1e AD&D Magic Items for Swashbuckling & Sorcery

Posted on 11:33 by Unknown
What kind of magic items are appropriate to a swashbuckling & sorcery campaign, particularly given the kinds of character classes available?

Of the non-spellcasting classes, duelists, bandits, and mariners are all treated as fighters for purposes of magic items available, subject to the individual class restrictions for armor and weapons. The entertainer is treated as a thief but may not cast spells from scrolls.

Of the spellcasting classes, availability varies much more. The witch and the cloistered cleric are treated as a magic-users and clerics, respectively, for purposes of magic items, though the range of weapons and armor is limited for the cloistered cleric. The alchemist has a number of unique restrictions regarding magic items.

Taking a look at the magic items tables in the 1e AD&D Dungeon Masters Guide, potions seem like a good fit for swashbuckling & sorcery campaign, particularly given the presence of the alchemist class. A potion of climbing and a philter of love seems like a potent combination for illicit romance.

Scroll use is as per the equivalent base class, with the exception of the entertainer, who cannot cast spells from scrolls like the thief, and the alchemist, who cannot use scrolls at all.

Rings are another good fit for swashbuckling & sorcery magic, and all of the classes may use rings not prescribed to a particular class (q.v., ring of wizardry).

Rods may resemble a fencing master's baton when carried by a duelist, while staves and wands are used by witches without restriction.

Among the many miscellaneous magic items available in the DMG, a few stand out as particularly appropriate for a swashbuckling & sorcery campaign. The alchemy jug and the beaker of plentiful potions will be highly prized by alchemists, while bracers of defense and cloaks of protection and displacement will be highly sought-after by the lightly-armored fighting classes as readily as the entertainer or spellcasters - but perhaps the code duello of the campaign world prohibits the wearing of magical items of defense during a duel? The broom of flying is a natural item in a campaign with witches.

The various helms, on the other hand, are likely less common - perhaps broad-brimmed hats receive enchantments instead? Javelins, nets, and tridents are rare except among seafarers.

In fact, whereas most of the other magic items can be used pretty much as written, magic weapons and armor are perhaps the most problematic without significant changes to the existing tables. Rather than short- and longswords or bastard swords, basket-hilted broadswords, rapiers (using stats from A Mighty Fortress for 2e AD&D), scimitars (as sabres and cutlasses), and even two-handed swords will make up the bulk of magical personal weaponry.

War hammers and polearms of all sorts, crossbows and bows, hand axes (particularly among mariners), and daggers remain, but maces and battle axes are rare or non-existant. Magical firearms and ammunition, again borrowed from A Mighty Fortress, might have a place in some swashbucking & sorcery campaigns as well.

Magical armor may be present but given that, with the exception of the mariner and the bandit, metal armor cannot be worn, it should likely be rare, with the aforementioned cloaks and rings of protection being more common.

In general, magic items in swashbuckling & sorcery should be selected based on genre appropriateness, and some unique, campaign-specific items - a magic fan which becomes a buckler, perhaps, or a magic cloak, which when wrapped around the forearm acts as a shield, or a mouchoir (scented handkerchief) which acts like a potion when inhaled - added.

Y'know, this could actually turn into a thing . . .
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Posted in Dungeons and Dragons, magic, magic items, refereeing, swashbuckling and sorcery | No comments

Thursday, 16 August 2012

As Promised On This Very Blog

Posted on 23:24 by Unknown
Sean B at Wine and Savages reviews the All for One: Régime Diabolique setting book for Savage Worlds.

And on the strength of his review, I think I'm going to buy it.

Good word of mouth is hard to beat, game publishers. Just sayin'.
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Posted in All for One Régime Diabolique, roleplaying games, Savage Worlds, Sean B, swashbuckling and sorcery, Wine and Savages | No comments

Tuesday, 14 August 2012

The 1e AD&D All-Dragon NPC Classes Swashbuckling & Sorcery Campaign

Posted on 00:10 by Unknown
Years ago Jeff Rients wrote a post about proscriptive campaign creation - "drill[ing] down on campaign creation through deliberate acts of omission" - in which the usual game-books were limited, in order to focus the campaign. Old school D&D bloggers ran with the idea, suggesting campaigns which replaced core books with non-core monsters, deities, and classes and spells.

In re-reading the duelist class for 1e AD&D, I thought about what a swashbuckling campaign in which the duelist replaced the fighter might look like. That led me to check out other 'npc' classes in (The)Dragon, and, well, here we are: the All-Dragon NPC Classes Swashbuckling & Sorcery Campaign.

The 'core four' character classes of 1e AD&D are the fighter, cleric, magic-user, and thief, so a 1e cape-and-sword campaign should include roughly those same roles in the party. The 'core four,' then, for the A-DNPCCS&SC . . . yeesh, that's the first and last time I type that . . . are the Duelist, the Alchemist, the Witch, and the Entertainer.

  • The Duelist, from Dragon 73, replaces the Fighter in the A-DNP . . . uh, the campaign. As I noted yesterday, the bonuses to armor class are gone, and I have to weigh keeping the combat bonuses as written or eliminating them and allowing weapon specialisation instead.
  • The Alchemist, from Dragon 49, takes the place of the Cleric. Though far from a perfect fit, the Alchemist replaces some of the healing lost by removing the crusader Cleric. Len Lakofka's Alchemist kinda sucks at lower levels - nah, he really sucks at lower levels - but Tom Armstrong's Alchemist from Dragon 130 seems overpowered to me, particularly for this campaign. Anyone who wants to show me the error of my ways is welcome to do so. At least Mr Lakofka's Alchemist gains levels quickly, so the period of throwing flasks of oil and holy water and binding wounds is short.
  • The Witch, from Dragon 114, replaces the Magic-user. No brainer. One of the best non-player character classes published in Dragon, and wholly appropriate to swashbucklers'n'sorcery.
  • The Entertainer, from Dragon 69, takes the place of the Thief. Jugglers, acrobats, and troubadors ably replace the tomb-raiding thief in the swashbucklers'n'sorcery campaign. And yes, I considered the Jester.

Now that covers the core four, but there are some swashbuckling'n'sorcery archetypes that are missing, and in 1e AD&D, archetypal classes are king, so three more classes round out the campaign: the Bandit, the Mariner, and the Savant.

  • The Bandit, from Dragon 63, replaces the Ranger from the core rules, and fulfills the cape-and-sword highwayman archetype. Another no brainer. I love this class.
  • The Mariner, from Dragon 107, is another Fighter option to the Duelist, providing the pirate and sea-dog archetype. I'm not wild about this class - as with the Duelist, there's too much ocompensation for the lack of heavy armor with bonuses to armor class along with elaborate parrying rules which need toning down.
  • The Savant, from Dragon 140, replaces the oft-overlooked divination spells of the Cleric. The Savant is a strange sort of early attempt at a prestige class and would need a bit of reworking, but the class is good for the knowledgeable priest or scholar in the party.

So, the Duelist, the Bandit, the Mariner, the Alchemist, the Savant, the Witch, and the Entertainer. Holy crap . . . I could actually run this.

Or I suppose I could just run Backswords and Bucklers instead.

Addendum (8/20/12): Jonathan Thompson suggested the Cloistered Cleric, from Dragon 68, as one of the classes; I thought of this, but I couldn't find it in the DragonDex at first, but in going back again, I discovered it was under "Cleric," not "Character classes."

This means that 'core four' becomes the Duelist, the Cloistered Cleric, the Witch, and the Entertainer, with the 'sub-classes' of the Bandit, the Mariner, and the Alchemist; the Savant gets dropped. The Cloistered Cleric is a 'true' npc class and was written without an experience points table; the thief's experience progression seems reasonable to sub in.
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Posted in Dungeons and Dragons, refereeing, swashbuckling and sorcery | No comments
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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)
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    • ►  May (31)
    • ►  April (34)
    • ►  March (39)
    • ►  February (29)
    • ►  January (6)
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