27 March 2016

Death and Dismemberment in All for Me Grog

Combat in All for Me Grog is largely free-form as befits a cinematic swashbuckling game, but it is missing two ingredients that are fundamental to pirate fiction: the dangers of loss of limb and loss of life. The risk of either makes for high stakes and high adventure, so I've worked up some simple house rules to cover both.

First: Death. The rules do not state the circumstances under which a character expires, so the house rule is this:

A character starts with 9 points of Salt. A character's Salt is only reduced by physical harm. A player may never roll more dice in a Bloode action than his or her character's current Salt. Death occurs when a character's Salt is reduced to 0.

A character also starts with 9 points of Influence. A player may never roll more dice in a Skull or Grog action than his or her character's current Influence. A character's Influence is only reduced by mental or emotional harm. Despondency (or insanity) occurs when a character's Influence is reduced to 0.

Healing occurs as per the published rules, but Bloode wounds only restore Salt; Skull or Grog wounds only restore Influence.

Second: Dismemberment. Complicated rules are contrary to the spirit of All for Me Grog, so this is my solution:

A character may avoid the loss of Salt from an injury by taking loss of limb (or another body part) instead. If the Salt loss to be avoided is only 1 point, the character may lose a finger or ear if the player so chooses. If the Salt loss to be avoided is greater than 1 point, the character may lose an arm, leg, hand, foot, or eye as determined by the player.

Loss of a body part will affect a character in logical ways and may result in penalty dice for actions affected by the disability. It may also result in monetary compensation for pirates injured in the line of duty.

This option is subject to GM approval. Circumstances may restrict a player's options for loss of limb (or body part) or not allow for it at all.

[All for Me Grog is a piratey role-playing game by Ryan Shelton available in PDF and print.]

24 March 2016

On Choosing a Captain

Some role-playing games, due to their nature, impose a chain of command on the players. Military games and pirate games are among these. Sometimes, however, the selection of a leader presents certain difficulties. Perhaps more than one player covets the position. Perhaps none of the players crave the responsibility or are uncomfortable expressing such a desire. For those role-playing games lacking guidance on the question of assigning formal leaders, here are a few system neutral ideas (with an emphasis on the piratical).

Election

Ordinarily, pirates elected a captain democratically — One crewman: one vote. This can make for an entertaining game itself as players strive to win votes or conspire with others to force the job on an unwilling mate. This could be conducted by having the players verbally declare their choice in order around the table. Or the referee could count to 3 upon which all players point to their captain of choice simultaneously. Or there could be a secret ballot. Any of these methods will create drama or hilarity (or both).

Let Fate Decide

For groups where either nobody wants the position or everyone wants it, the selection of captain can be left to chance. The simplest (and probably the most historically accurate) method of choosing one person at random to do a deed is by shuffling a deck of cards and having each player draw one. Whoever draws the highest ranked card becomes captain. Drawing straws is another popular method, but cards might be more readily accessible to a seaman. Yet another method is to have each player roll a die and whoever rolls highest becomes captain (with those who tie re-rolling). Personally, I think drawing cards is the most interesting of the random methods.

Rite of Combat

When all else fails, command belongs to the victorious. If one player steps up to assume the captaincy and another challenges the claim, then the outcome is determined by combat. Amongst some crews, formal duelling is the preferred method, whether by sword or pistol. Wrestling or fisticuffs are the preference of some and have the benefit of keeping both parties alive. Then there are those who choose savage violence by the most expedient means and give no quarter. Needless to say, this method is the most adversarial and least conducive to cooperative gaming, but, as they say, pirates will be pirates...