18 April 2021

How to Create a Swashbuckler in Flashing Blades

Cover art of Flashing Blades, a role-playing game published by Fantasy Games Unlimited.

Flashing Blades, published by Fantasy Games Unlimited in 1984, is a game "set in 17th Century France; the France of the bland King Louis XIII, the dynamic King Louis XIV, the evil Cardinals Richelieu and Mazarin, the dashing three musketeers, and countless other swashbucklers, dandies, cavaliers, rogues, villains, highwaymen, and cutthroats; a time when duels, brawls, and high adventure were the order of the day."

Allow me to introduce my first character for Flashing Blades:

Name: Pierre Rocher

Strength: 13
Dexterity: 12 [rolled 14, but lowered by 2 to raise Charm by 1]
Endurance: 16 [rolled 15, +1 due to combined Height and Build]
Wit: 10
Charm: 8 [rolled 7, but raised by 1 by lowering Dexterity by 2]
Luck: 5

Height: (Average) [chosen]
Build: (Stocky) [rolled]

Hit Points: 14 [10 modifed by Strength, Endurance, Luck, and Build]
Encumbrance: 13 [10 modified by Strength, Endurance, Dexterity, and Build]

Background: Soldier
Regiment: Royal Dragoons

Skills
Bargaining (Wit) [2 skill points]
Captaincy (Charm) [1 skill point]
Carousing (Endurance) [2 skill points]
Espionage (Wit) [2 skill points]
Horsemanship (Dexterity)[free due to martial training in the Dragoons]
Strategy (Wit) [1 skill point]

Martial Skills
Dueling, Cavalry Style, Expertise: 10
Firearms, Expertise: 9 [normally 8, but +1 by spending 1 skill point]

Advantage: Wealth (Well-off, +200L/year)
Secret: Secret Loyalty

Yearly Allowance: 400 L [150 L rolled + 200 L advantage +50 L pay as sergeant]

Social Rank: 4 (Sergeant)

The Royal Dragoons have provided Pierre Rocher with a helmet, leather jerkin, gauntlets, padded breeches, boots, a riding horse (and gear), a sabre, and two flintlock pistols. Additional equipment may be purchased normally.

Character creation in Flashing Blades is fairly simple and the pertinent rules are mostly confined to one section, but there are enough exceptions and decision points to prevent it from being called a quick process. The six attributes are generated by rolling 3D6 for Strength, Dexterity, Endurance, Wit, Charm and Luck. One attribute of the player's can be raised, if so desired, by 1 point in exchange for lowering another by 2 points. Height {Tall, Average, Short} and Build {Thin, Average, Stocky} are determined next, the combination of which can affect one's attributes. One of these may be chosen by the player, but the other must be determined by a 2D6 roll on a table. If, after the attributes have been rolled and modified, the total value of the character's attributes are less than 54, the player my take the difference and distribute these points as desired. Hit Points for all characters start at 10 and are modified according to a table based on Strength, Endurance, and Luck. Encumbrance value also starts at 10 and is modified by Strength, Endurance, and Dexterity. Both Hit Points and Encumbrance value can be further modified by Build.

The next step is to choose the character's background category, of which the choices are Rogue, Gentleman, Soldier, and Nobleman. This will determine the character's skills, rank, position, and wealth at the start of the game. Skill Points start at 10, modified by Wit and Luck, and are used to purchase skills. Skills cost 1, 2, or 3 Skill Points, depending on whether they are Bonus Skills of the character's background, normal background skills, or skills from a different background respectively. Competence in any skill is measured by its governing attribute. Martial skills are handled differently. There is a base Expertise every character has in different combat abilities, and these are modified by specializations in one of six different civilian organizations in the case of Rogues, Gentlemen, and Noblemen, or one of nine different company types in the case of Soldiers.

Players then choose an Advantage and/or a Secret to further differentiate their characters and provide potential plot hooks for the Gamemaster.

A character's yearly allowance is determined by rolling 1D6 on a table and consulting the appropriate background column, which yields a result from 50 to 500 silver Livres.

Social Rank is determined by a character's background, and may be modified by military rank, membership in an Order, and the possession of titles.

Of all the early swashbuckling role-playing games, Flashing Blades is probably the one I'd enjoy the most. Character creation is not overly complicated (compared to its peers), and it succeeds in conveying the details of the setting and the flavor of the genre, both of which would make character visualization much easier. The skill and combat rules, although falling short of my preference for lighter systems, are still more suited to swashbuckling than those of most competing role-playing games. There are a number of interesting rules I wouldn't hesitate to incorporate into other, newer, systems, and I might write more on this in the future. Overall, Flashing Blades is a game I would happily play.

[For more articles in this series, visit How to Create a Swashbuckler.]

28 March 2021

Zorro: The Roleplaying Game via Esoteric Podcast

Until I have time to read and run a session of Zorro: The Roleplaying Game (and I'll probably post something pre- and post-game), I have been listening to episodes of The Esoteric Order of Roleplayers podcast on the subject. The links below take you on an introductory tour of the game by a GM and two players who are experiencing the game for the first time.

[This article is cross-posted in Decidedly Six-Sided.]

21 February 2021

Coming Cross-Post Attractions

After much deliberation and second-guessing owing to the scarcity of reviews on the subject, I ordered Zorro: The Roleplaying Game yesterday. Published by Gallant Knight Games, it uses the D6 System (of West End Games fame) with some new innovations that look promising, so I will be cross-posting anything I write about it on Decidedly Six-Sided. Stay tuned.

07 February 2021

The Son of Captain Blood (1962) Unreviewed

Movie poster for The Son of Captain Blood (1962).
Movie poster for The Son of Captain Blood (1962).

Today, I learned of the existence of a 1962 film entitled The Son of Captain Blood starring Sean Flynn, the son of Errol Flynn, who starred in the 1935 film Captain Blood. This is something I would be very interested in watching and reviewing, but alas it is currently unavailable in any format. The most I can share are these movie posters. If I am ever able to watch it, I will be sure to share the experience here.

31 January 2021

Swashbuckling Thought of the Day 2021-01-31

Of the many sources of swashbuckling inspiration, are any quite as neglected as the animated shorts that appeared on The Banana Splits Adventure Hour? I am speaking, of course, of The Three Musketeers and Arabian Knights. These were amongst my earliest exposure to swashbuckling adventure, and I would like to revisit them to see if they hold up at all to my fond memories of them. I hope they get released in a format I can access whilst I'm still in the mortal realm. It would be a good subject for Theoretical Swashbuckling.

31 December 2020

A Modest Resolution

I think it's not too ambitious to resolve to transfer the rest of my old swashbuckling reviews to Theoretical Swashbuckling (with addenda), add a few new reviews, and perhaps add a few more installments of How to Create a Swashbuckler. If I could actually play a swashbuckling game in 2021, that would be splendid.

30 November 2020

Swashbuckling Thought of the Day 2020-11-30

At a time of reduced socializing, I find myself wishing I had more swashbuckling games that lend themselves to solitaire play. I'm not sure I own any, but this would be a good time to to search for them or, if none of quality can be found, make my own. Hm...

31 October 2020

Happy Halloween

A still from Blackbeard's Ghost depicting Peter Ustinov as the ghost of Blackbeard.

Happy Halloween from Theoretical Swashbuckling and, theoretically, Blackbeard's Ghost (starring Peter Ustinov as the titular apparition).

26 September 2020

How to Create a Swashbuckler in Pirates & Plunder

Cover art of Pirates and Plunder, a role-playing game published by Yaquinto Publications.
Pirates & Plunder, published by Yaquinto Publications in 1982, is "a role playing game of the golden age of piracy." As it says on the box,
PIRATES & PLUNDER offers you the unique opportunity to be a staunch and loyal pirate for the Queen, a swashbuckling buccaneer seeking personal glory and fame, or a degenerate scoundrel out for a good time. But more than anything, you are in it for the booty — mountainous, glittering heaps of it.
And this is my first character for Pirates & Plunder:

Name: Hilda Grogden

Height: 5'8"
Weight: 185 lbs
Hand Preferred: Right
Lucky Break/Adrenaline: 6
Strength: 18*
Encumbrance: 180 EP
Agility: 12*
Movement: 6
Stealth: 14 (-2)
Vision: 15*
Hearing: 12*
Senses: 14
Constitution: 15*
Stamina: 8*
Wounds: 8*
Musket Training: 12
Pistol Training: 16*
Swordsmanship Training: 13
Fist/Dagger Training: 9*
'To Hit' Musket: 14
'To Hit' Pistol: 16
'To Hit' Sword: 13
'To Hit' Fist/Dagger: 11
'To Hit' Throw: 14
Reload #: 10
Swimming: 12*
Drink: 20*
Nationality: Scottish
Intelligence: 5* (-2)
Languages: English
Reading & Writing: Illiterate
Religion: Protestant
Fervor: 17
Greed: 4 (-7 Money Is God)
Compassion/Cruelty: 10 (0 Cruel)
Emotional Stability: 10 (-1 Unstable)
Moral Character: 13 (+2 Normal)
Courage: 22* (+4 Brave)
Physical Appearance: Appalling

Character creation in Pirates & Plunder is by no means a straightforward affair as the relevant rules are spread haphazardly thoughout two books, Book I: The Basic Game and Book II: The Advanced Game. There is no clear distinction between what other games would designate as attributes or skills, but most abilities are generated by rolling 2d10. Players generally control a Major Character, a Supporting Character, and one or more Extras. Of these, Major Characters add +3 and Supporting Characters add +1 when generating the abilities marked with an asterisk above. Derived abilities (e.g. Stealth, Senses, 'To Hit' abilities, etc.) are usually generated by calculating the average of several other abilities. Everything is generated randomly except the character's name — height, weight, nationality, religion, emotional stability, morality, even the general effect of one's physical appearance. Personality traits for Major Characters can be modified by +5 or -5 before the dice are rolled if the player wishes to tilt them in a particular direction.

Generating a character is made somewhat laborious by the scattering of the rules through two books interspersed with introductory adventures and rules of play, and it isn't helped by the confusing character sheet (although I do appreciate the partial ability generation summary on the reverse).

Although I wanted this game as a lad, I'm sure I would have been as disappointed by it then as I am now. It seems like too much work to run for too little reward.

Determining Abilities

Height: 2d10 on Height Table
Weight: 2d10 on Weight Table
Hand Preferred: 2d10 on Hand Preferred Table
Lucky Break/Adrenaline: 2d10 on the Luck/Adren. Table
Strength: 2d10* + Weight modifier
Encumbrance: Strength × 10
Agility: 2d10*
Movement: Consult Agility/Movement Table
Stealth: (Agility × 3 + Strength) ÷ 4 (note modifier)
Vision: 2d10*
Hearing: 2d10*
Senses: (Vision + Hearing) ÷ 2
Training: Musket, Pistol, Sword, Fist/Dagger: two at 2d10 and two at 2d10*
'To Hit' Musket: (Vision + Musket Training) ÷ 2
'To Hit' Pistol: (Vision + Pistol Training) ÷ 2
'To Hit' Sword: (Sword Training × 3 + Agility) ÷ 4
'To Hit' Fist/Dagger: (Fist/Dagger Training × 3 + Strength + Agility) ÷ 5
Throw: (Agility × 2 + Strength) ÷ 3
Reload #: (Musket Training + Pistol Training + Agility) ÷ 4
Stamina: 2d10* + Weight modifier
Wounds: 2d10*
Constitution: 2d10*
Swim: 2d10*
Drink: 2d10* + Weight modifier
Nationality: 2d10 on Nationality Table
Intelligence: 2d10* (note modifier)
Languages: 2d10 + Intelligence modifier
Reading & Writing: 2d10 + Intelligence modifier
Religion: 1d10 on Religion Table
Fervor: 2d10
Greed: 2d10** on Greed Table (note modifier)
Compassion/Cruelty: 2d10** on Greed/Compassion Table (note modifier)
Emotional Stability: 2d10** on Emotional Stability Table (note modifier)
Moral Character: 2d10** on Moral Character Table (note modifier)
Courage: 2d10* or 2d10** on Courage Table (note modifier)
Physical Appearance: 2d10 on Physical Appearance Table

* Major Characters add +3; Supporting Characters add +1.
** Player may add or subtract up to 5 before rolling.

[For more articles in this series, visit How to Create a Swashbuckler.]

31 August 2020

Regarding Special Moves in Swashbuckling RPGs

Not every move, maneuver, or attack made by a swashbuckler needs to be an extravagant stunt. Sometimes the smart thing to do is dispatch an enemy efficiently and move on. If a player character is compelled to make every combat action an elaborate orchestration, it becomes wearisome for the player and makes the fight as dull as a conventional battle in which combatants just stand there and take turns exchanging blows. There needs to be a balance of elements to keep it interesting.