27 March 2016
Death and Dismemberment in All for Me Grog
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
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...
17 October 2015
Vocations of a Piratical Nature
Vocational Categories
Roll 1d6
1. Nautical Vocations 1
2. Nautical Vocations 2
3. Questionable Vocations
4. Combat Vocations
5. Miscellaneous Vocations 1
6. Miscellaneous Vocations 2
Nautical Vocations 1
Roll 1d12
1. Captain
2. Master
3. Boatswain
4. Gunner
5. Quartermaster
6. Carpenter
7. Mate
8. Doctor
9. Purser
10. Able Seaman
11. Able Seaman or Ordinary Seaman
12. Able Seaman or Landsman
Nautical Vocations 2
Roll 1d12
1. Cartographer
2. Cook
3. Cooper
4. Diver
5. Fisherman
6. Hunter
7. Navigator
8. Netmaker
9. Ropemaker
10. Sailmaker
11. Shipwright
12. Signaler
Questionable Vocations
Roll 1d12
1. Burglar
2. Drinker
3. Filcher
4. Forger
5. Gambler
6. Grifter
7. Pickpocket
8. Pirate
9. Privateer
10. Rake
11. Smuggler
12. Spy
Combat Vocations
Roll 1d12
1. Axe Wielder/Thrower
2. Brawler
3. Brute
4. Grenadier
5. Harpooner
6. Knife Wielder/Thrower
7. Musketeer
8. Pikeman
9. Pistoleer
10. Pugilist
11. Swordsman
12. Wrestler
Miscellaneous Vocations 1
Roll 1d12
1. Acrobat
2. Artist
3. Baker
4. Brewer
5. Butcher
6. Carver
7. Clergyman
8. Diplomat
9. Farmer
10. Innkeeper
11. Juggler
12. Lawyer
Miscellaneous Vocations 2
Roll 1d12
1. Merchant
2. Musician
3. Naturalist
4. Nobleman
5. Potter
6. Scholar
7. Shopkeeper
8. Singer
9. Smith
10. Storyteller
11. Tailor
12. Vintner
[All for Me Grog is a piratey role-playing game by Ryan Shelton available in PDF and print.]
[Edit: "Criminal Vocations" was renamed "Questionable Vocations."]
01 April 2015
Fudging the Swashbuckling in Non-Fudge Games
Tunnels & Trolls solved this problem with the attribute-based "saving roll," which enabled player-characters not only to avoid certain death in the manner of the D&D saving throw, but to take risky moves to gain an advantage in a fight or perform other feats. This game mechanic depends on dynamic attribute ratings that have no upper limit, and it would be simpler just to play T&T than adapt its rules to a game such as D&D. This is actually an excellent idea for anyone who wants to play a swashbuckling role-playing game. Just strip out the fantasy elements (or keep some if you want to play a fantasy swashbuckling game in the spirit of, say, the Sinbad movies) and T&T will probably serve you well in conveying that cinematic swashbuckling action.
D&D played as written tends to reward caution, not derring-do. This doesn't prevent us from tinkering with it, though, in the hopes of transforming it into a game worthy of the exploits of Errol Flynn. One of my untested ideas is simply to import the Fudge rules of action resolution and apply them to the standard D&D attributes. Convert the attributes to the Fudge trait ladder, then whenever a player character wants to try something crazy, the referee determines how difficult it is and the player rolls four Fudge dice per the standard rules for an unopposed roll. If the result is equal to or greater than the difficulty level, then the player character accomplishes the stunt. When an attack is made, revert to the D&D rules, modified by a suitable bonus or penalty depending on whether the stunt succeeds or fails (if appropriate). The conversion I use for the 3-18 range is as follows:
| 18 | Superb |
| 16-17 | Great |
| 13-15 | Good |
| 9-12 | Fair |
| 6-8 | Mediocre |
| 4-5 | Poor |
| 3 | Terrible |
For those who don't like the idea of inflating the importance of the existing attributes, a seventh attribute (called "swashbuckling" perhaps) could be added. It could be generated in the same manner as the usual attributes (3d6, 4d6 drop lowest die, or whatever), converted to the Fudge trait ladder, and used as above.
I have yet to playtest any of this, so use at your own risk...
06 August 2014
Impede Me Not
This doesn't completely solve the problem of armor classes in a swashbuckling Old School Renaissance game, but it's a start, and it has the added benefit of increasing the value of charisma.
21 July 2014
Renaissance Firearms Simplified
All handheld muzzle-loading firearms cause 2d6 points of damage.
Firearms with rifled barrels have the same range bonuses as other missile weapons in Swords & Wizardry White Box: +2 at short range (x 1), +1 at medium range (x 2), and 0 at long range (x 3).
Firearms with smoothbore barrels have the following range penalties: 0 at short range, -1 at medium range, and -2 at long range.
The rate of fire is 1/8 for rifles, 1/6 for muskets and pistols, and 1/4 for blunderbusses.
Base ranges are 30 ft. for pistols, 40 ft. for blunderbusses, 50 ft. for muskets, and 80 ft. for rifles.
Blunderbusses have variable damage potential depending on the range of their target: 3d6 at short range, 2d6 at medium rage, and 1d6 at long range. Unlike other firearms, they have their own range bonuses and penalties: +2 at short range, -2 at medium range, and -4 at long range.
Matchlock firearms have a 1 in 8 chance of misfiring in dry conditions, a 1 in 6 chance of misfiring in damp conditions, and a 1 in 4 chance of misfiring in wet conditions. Wheellock firearms have a flat 1 in 8 chance of misfiring regardless of conditions. Flintlock firearms have a flat 1 in 10 chance of misfiring regardless of conditions. A misfire means the weapon failed to discharge.
20 July 2014
Renaissance Weaponry Simplified
| WEAPONS | ||||
|---|---|---|---|---|
| Weapon | Hands Req. | Type | Rate of Fire | Range |
| Axe | 2 | mêlée | ||
| Bow | 2 | missile | 2 | 70 ft. |
| Club | 1 or 2 | mêlée | ||
| Crossbow, Heavy | 2 | missile | 1/4 | 80 ft. |
| Crossbow, Light | 2 | missile | 1/2 | 40 ft. |
| Dagger | 1 | both | 2 | 10 ft. |
| Dirk | 1 | mêlée | ||
| Hatchet | 1 | both | 1 | 10 ft. |
| Lance | 1 | mêlée | ||
| Mace | 1 | mêlée | ||
| Morning Star | 2 | mêlée | ||
| Pick | 2 | mêlée | ||
| Pike | 1 or 2 | mêlée | ||
| Pole Arm | 2 | mêlée | ||
| Quarterstaff | 2 | mêlée | ||
| Scimitar | 1 | mêlée | ||
| Sling | 1 | missile | 1 | 40 ft. |
| Spear | 1 or 2 | both | 1 | 20 ft. |
| Sword | 1 | mêlée | ||
| Sword, Two-Handed | 2 | mêlée | ||
| Weapons wielded with one hand cause 1d6 points of damage. | ||||
| Weapons wielded with two hands cause 1d6+1 points of damage. | ||||
Random Weapon Table
Roll 1d20
- Axe
- Bow
- Club
- Heavy Crossbow
- Light Crossbow
- Dagger
- Dirk
- Hatchet
- Lance
- Mace
- Morning Star
- Pick
- Pike
- Pole Arm
- Quarterstaff
- Scimitar
- Sling
- Spear
- Sword
- Two-Handed Sword
13 June 2014
Renaissance Firearms Revised
All handheld firearms cause 2d6 points of damage.
Firearms with rifled barrels have the same range bonuses and penalties as other missile weapons in Basic/Expert D&D and Labyrinth Lord: +1 at short range, 0 at medium range, -1 at long range.
Firearms with unrifled barrels have the following range penalties: -1 at short range, -2 at medium range, -4 at long range.
Blunderbusses are an exception in both damage potential and range penalties. Their damage is 3d6 at short range, 2d6 at medium range, and 1d6 at long range. Their range penalties are 0 at short range, -4 at medium range, -8 at long range.
For the purposes of my game, all firearms requiring two hands will have the same effective range as a crossbow, and all pistols will have the same effective range as a sling.
Reloading requires 8 rounds (6 for fighters), modified by one's dexterity bonus or penalty.
Weapon costs and chances of misfiring are as stated in Lamentations of the Flame Princess.
08 May 2014
Renaissance Firearms
All damage caused by handheld firearms (pistols, arquebuses, muskets) is designated as special, which, in this case, means 2d8, drop the lower die; doubles are added. For example, if you roll a 2 and a 6, the damage is 6. If you roll a 5 and a 5, the damage is 10. Firearms reliably cause significant damage, but there is still a chance of only being grazed.
Since I'm using the range bonuses and penalties from Basic/Expert D&D and Labyrinth Lord (+1 at short range, 0 at medium range, -1 at long range), I'm extending it to firearms with rifled barrels as well. Firearms with unrifled barrels retain their usual penalties of 0 at short range, -4 at medium range, -8 at long range against specific targets. Against general targets (such as enemy troops in close formation), the penalties are 0 at short range, -2 at medium range, -4 at long range.
Firearms do not "ignore 5 points of Armor" at short range or any other range.
[Edit: See Renaissance Firearms Revised.]
07 May 2014
Renaissance Weaponry
Firearms will be detailed in a separate article.
Variable Weapon Damage
Damage/Weapon Type
1d4 - Dagger
1d4 - Rock
1d4 - Torch
1d6 - Arrow (Bow)
1d6 - Bolt (Crossbow)
1d6 - Club
1d6 - Dirk
1d6 - Hatchet
1d6 - Mace
1d6 - Quarterstaff
1d8 - Axe
1d8 - Morning Star
1d8 - Scimitar
1d8 - Spear
1d8 - Sword
1d8 - War Hammer
1d10 - Lance
1d10 - Pike
1d12 - Pole Arm
1d12 - Two-Handed Sword
Variable Weapon Damage
Damage/Weapon Type
1d6 - Arrow (Bow)
1d8 - Axe
1d6 - Bolt (Crossbow)
1d6 - Club
1d4 - Dagger
1d6 - Dirk
1d8 - Hammer, War
1d6 - Hatchet
1d10 - Lance
1d6 - Mace
1d8 - Morning Star
1d10 - Pike
1d12 - Pole Arm
1d6 - Quarterstaff
1d4 - Rock
1d8 - Scimitar
1d8 - Spear
1d8 - Sword
1d12 - Sword, Two-Handed
1d4 - Torch
Random Weapon Table
Roll 1d20
- Dagger
- Rock
- Torch
- Bow (Roll 1d6: 1-2=shortbow, 3-4=self bow, 5-6=longbow)
- Crossbow (Roll 1d6: 1-3=light crossbow, 4-6=heavy crossbow)
- Club
- Dirk
- Hatchet
- Mace
- Quarterstaff
- Axe
- Morning Star
- Scimitar
- Spear
- Sword
- War Hammer
- Lance
- Pike
- Pole Arm
- Two-Handed Sword
06 May 2014
Renaissance Armor
| ARMOR CLASSES | |
|---|---|
| Type of Armor | Armor Class |
| Unarmored | 9 [10] |
| Padded | 8 [11] |
| Leather | 7 [12] |
| Scale | 6 [13] |
| Brigandine | 5 [14] |
| Partial Plate | 4 [15] |
| Plate & Brigandine | 3 [16] |
| Full Plate | 2 [17] |
| (Shields improve armor class by 2.) | |
| (Bucklers improve armor class by 1.) | |
| (Parrying daggers improve armor class by 1 vs. mêlée weapons only.) | |
| (Helmets improve armor class by 1.) | |
Lamellar and laminar armor (more common in the East) vary in armor class depending on the material used.
Brigandines are coats or jacks of metal plates riveted to canvas or leather and sometimes covered with another layer of leather or fabric. They may be worn alone or with plate.
Partial plate is usually just a cuirass when worn alone. When worn with a brigandine, it refers to articulated armor protecting the arms and legs.
Full plate is generally only used in jousting, parade, or (in the early Renaissance) by knights on the field of battle.
Common soldiers generally wear padded, leather, brigandine, partial plate or no armor.
Musketeers, noblemen, and adventurers in general tend to wear brigandine or no armor, but will sometimes wear partial plate on the field of battle.
Duelists and sailors (including pirates and privateers) wear no armor.
Parrying daggers are generally only used in duels or impromptu combat.
Helmets are common on the field of battle until the late Renaissance, and are often the only protection worn.
[Edit: Swords & Wizardry Ascending AC added 19 June 2014. Shields and bucklers modified 2 July 2014.]
27 February 2014
The Swashbuckling Advantage Redux
Last year, I posted "The Swashbuckling Advantage" in Applied Phantasticality. Here it is again with additional thoughts appended:
Via a circuitous route (looking up the Yaquinto war game Swashbuckler on boardgamegeek.com, seeing a photograph of a diorama inspired by the game, visiting the Web site of the diorama builder, and being referred to the Web site of Eureka Miniatures), I discovered a remarkable miniature war game called ...And One for All by Greg Hallam (available here as a free download and with illustrated examples of play). Its focus is the combat of swashbuckling movies both in style and substance. By "substance" I mean the gameplay itself is as freewheeling as the swashbuckling antics the game simulates. Anything you can think of doing in terms of interacting with your environment is permissible and actually improves your odds in combat. Neither time nor movement rates are measured in this game. The more actions you take, the better you fare, but the sooner you risk losing the initiative and relinquishing your turn. It might be the best interpretation of the genre ever designed.
I can't wait to try playing the game in the way it was intended, but I would naturally like to use it for other situations: Wild West brawls, for instance. In fact, this would work well with brawls in Boot Hill, spy action in Top Secret, martial arts in your favorite martial arts game, duels on Tékumel (Empire of the Petal Throne et al), or even the rough and bloody informal conflict in Dungeons & Dragons. In fact, I'd say it's especially appropriate for D&D, where combat is far more regimented and low level player characters are scarcely able to hit anything. Even if it isn't optimal where spellcasting and ranged weapons are present, it would be a great boon for resolving mêlée combat more quickly and with more interesting results. It also emphasizes player skill, which is generally considered a desirable quality for a game to have as far as the Old School Renaissance is concerned.
One minor modification would need to be made if it were to be used in conjunction with D&D. Each character would need to be assigned a Rating from one to four. I would suggest the following change to rule 3B:
4 High level characters; high HD monsters3 Medium level characters; medium HD monsters
2 Low level characters; low HD monsters
1 0 level characters; less than 1 HD monsters
Whether I adapt ...And One for All for use in my role-playing games or not, I intend to play it as a traditional miniature war game, too. I might also play it with LEGO Minifigures and a LEGO diorama. (Why not?)
To use ...And One for All with Fudge, consider this change to rule 3B:
4 Characters with Great or Superb combat skills3 Characters with Good combat skills
2 Characters with Fair combat skills
1 Characters with Mediocre or worse combat skills