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...
01 January 2016
Theorizing the Nature of Swashbuckling in 2016
Specifically, I have a number of things planned for 2016 of interest to swashbucklers. There will be more duels, there will be session reports of at least one role-playing game (All For Me Grog to be precise), and I will start posting reviews of swashbuckling movies (older reviews from Cuparius.com as well as new reviews). Reviews of other swashbuckling role-playing games in my collection may also appear, possibly as two-part articles. The first part would be an overview of the rules and character creation process; the second part would be an assessment of the game as it is actually played. The latter is a challenge, as I need to work near miracles just to schedule gaming sessions with my friends, but it is a goal of mine to play each of these games at least once and share my findings.
A Happy New Year to every last one of ye!
And do be gamin'.
19 October 2015
Duel: Captain Blood vs. Levasseur
Sometimes the best way to learn a new role-playing game is to create some characters and engage them in a conflict of some sort. One way to learn a role-playing game that emulates a literary genre is to adapt some characters from the literary source and play a scene from it. With this in mind, I have decided to start a series I call "Duel" in which I take two characters from a swashbuckling film or novel, translate them into game terms, and present them as adversaries.
For the first installment, I will be using two characters from the 1935 film Captain Blood (directed by Michael Curtiz and based on the novel by Rafael Sabatini). This film is notable for showcasing one of the first great fencing scenes in the history of swashbuckling film. It was performed by Errol Flynn (as Captain Blood) and Basil Rathbone (as Levasseur).
The duel occurs on a beach. Honor and innocent lives are at stake. Blood and Levasseur have had an uneasy alliance as the two most renowned pirate captains in the Caribbean, but they are allies no longer and only one will leave the beach alive.
The following character interpretations were created using the rules of All for Me Grog, the pirate role-playing game by Ryan Shelton (available in PDF and print).
- Dr. Peter Blood a.k.a. Captain Blood
- Attributes
- Bloode: 3
- Skull: 4
- Grog: 2
- Salt: 9
- Vocations
- Captain: 4
- Doctor: 3
- Swordsman: 5
- Pistoleer: 3
- Embellishments
- Doctor's Bag: 2
- Splendid Hat: 1
- Concept
- An Irish doctor with past experience as a mercenary, he was wrongfully accused of treason and sent to Jamaica to be sold into slavery. After escaping, he embarked on a new career as a pirate.
- (Portrayed in the movie Captain Blood by Errol Flynn.)
- Levasseur
- Attributes
- Bloode: 3
- Skull: 2
- Grog: 4
- Salt: 9
- Vocations
- Captain: 4
- Swordsman: 4
- Pistoleer: 3
- Pirate: 3
- Rake: 1
- Embellishments
- Unknown: 3
- Concept
- A proud French buccaneer and captain of his own pirate ship, he was formerly an ally of Captain Blood.
- (Portrayed in the movie Captain Blood by Basil Rathbone.)
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."]
12 October 2015
All for Me Grog and Grog for All
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...
31 March 2015
Blackbeard's Flag
The flag of Edward Teach, better known as Blackbeard. [Edit: Allegedly.]
28 February 2015
The Three Musketeers
The Three Musketeers by Alexandre Dumas is the iconic swashbuckling tale of France and one of the greatest examples of adventure fiction ever written. It is better than any of its adaptations, but there are some that come remarkably close to its greatness.
31 January 2015
Treasure Island
Treasure Island by Robert Louis Stevenson ought to be the first source of inspiration for anyone interested in swashbuckling of a nautical nature. It is one of the finest examples of adventure fiction in the history of the English language.



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