Showing posts with label Backswords and Bucklers. Show all posts
Showing posts with label Backswords and Bucklers. Show all posts

Monday, March 11, 2013

Backswords & Bucklers Actual Play Report

Supplanter at Big Purple posted an actual play report after running Backswords & Bucklers - the first OSR game to really capture my attention - as a pick-up game at a con. Here's a little excerpt -
Rafe calls an alert to Sondra, but has to concentrate on the fight he's in. Now Sondra knows the spies are escaping, and the spies know she knows they are escaping. They row like hell and Sondra tries to pick them off with her trusty sling. She actually manages to conk out the other bravo, and when the Spymaster himself finally seizes the oars, she even smacks him one. But she doesn't take him out before darkness swallows the little skiff. "Of course Sondra hit both of them in the dark at ever-increasing range," we agreed. "She's a Wise Woman!"

Rafe gets in a serious hit on his opponent, who has no interest in fighting to the death, so he turns on his heels and flees. Rafe chases after him. There are no explicit mechanics for attacking a fleeing but aware opponent, so I just flipped B&B's -4 penalty for attacking invisible opponents around and made it a bonus to hit. It does take two rounds before Rafe's strikes did enough damage to puncture the bravo's leather jack, so it will be that much longer until he and Sondra reunite to deal with the fleeing boat. He of course searches the corpse too, because Scoundrel.
Good times.

Check it out, both the game and the post.

Monday, December 10, 2012

Random Encounters: Robots & Rapiers' Swashbuckling Adventure Scenario Generator

Robots & Rapiers was a roleplaying game based on the premise of AI robots at a resort planet continuing to fulfill their roles long after a galactic war eliminated all their potential human visitors - I say "was," as it appears the game itself no longer in print and playtest files can no longer be downloaded, though the setting .pdf is still there.

One other piece of Robots & Rapiers remains available, as well, the swashbuckling adventure scenario generator. In principle, it is similar to the Tavern Trawling tables for Backswords & Bucklers; in practice, however, the Robots & Rapiers generator is both more detailed and more extensive, at the cost of yielding results which can be somewhat unwieldy to apply.

First I roll for a scenario goal, 1d10=1.
Table I. Scenario Goal
Rescue the [Victim] from the [Foe].
A good example of swashbuckling adventure fare. The results direct me to Section A of the generator, which details the following steps in creating the scenario.
1. Roll on Table II to determine how the characters find out about the adventure
2. Roll on Table III to determine who the Victim is that needs rescued
3. Roll on Table IV to determine who the Foe is who’s imprisoned the Victim
4. Roll on Table A(1) to determine the Foe’s motive.
Table II determines how the scenario is introduced to the adventurers; my rolls are 1d10=8, 1d10=1, so I take the first result on the second table.
Table II: How the Scenario Begins
Characters stumble into the event as its being perpetrated
So the scenario opens in media res. Next I determine who the Victim is, rolling 1d10=1, 1d10=6, 1d10=1.
Table III: Who’s the Victim?
1. Commoner – roll on table III(c)
6. The individual indicated
1 and 1d10=3 An old farmer
Next I roll for the Foe. Each foe belongs to a faction which is determined before the actual foe is diced up. My rolls are 1d10=4, 1d10=10.
Table IV: Who’s the Foe?
4. Foes of the King
10. GMs own invention, or – roll twice, it’s a conspiracy!
Since my goal here is to put the generator through its paces - and I like conspiracies! - I'll roll twice, 1d10=5, 1d10=8.
5. An ambitious noble looking to increase their power
8. A plot by the Queen and her agents against the king’s wishes
So, why do an ambitious noble and the Queen want to capture an old farmer? Next I roll to determine the conspirators' motives, 1d10=7.
Table A(1): Why were they taken prisoner?
7. [T]he Foe is mad with love for them or for a relative of theirs (Roll on Table III (b)) [to determine who the object of affection is]
1d10=9 The individual’s…
1d10=9 Other
Since the table provides for immediate family already, then "Other" can be someone like a niece or nephew, a grandchild, a ward, or neighbor. I'm thinking niece, to keep it in the family.

So the noble, with the help of the queen's agents, is abducting an old farmer because the noble is madly in love with the old farmer's niece, against the king's wishes. Lots of possibilities here.

Looking at the scenario, my first question is, play it serious, or play it light-hearted? Comedy is hard, but situations which are not what they seem are a staple of cape-and-sword adventures, and they make for entertaining choices for the players and their characters.

Maître Péquenaud is a veteran, a loyal sergeant once honored by Henri IV himself for his courage and ferocity. With his pension and his savings, he purchased land enough to make a comfortable living as a vintner, and in the years since his retirement he's become a pillar of the community, churchwarden for his local parish and an officer of a confraternity and participating as a delegate to the Estates General in 1614, where he was introduced to Louis XIII. Despite his many blessings, however, he has not been able to produce a child, leaving his brother's daughter as the heir-presumptive to his vines and cellars.

The young Marie Péquenaud, pre-deceased by her father, lives with her uncle and his wife. She is a lovely girl, and as heiress to her grandfather's vineyard, she is a catch which her grandfather plans to parlay to his advantage, to advance his interests and hers. However, Marie has fallen head-over-heels in love with the sieur de Gribouille, a poor but handsome nobleman, a trooper in the comte de Soissons gendarmerie company and a favorite of Soissons himself. Péquenaud believes he can do much better for his niece, as the king himself promised, than this penniless country knight, however, and forbids her to so much as speak of Gribouille.

Gribouille's pining for Marie has reached the ears of the duchesse de Chevreuse, confidante of the Queen and one of the foremost conspirators of the royal court. Seeking to curry favor with Soissons in her schemes against both the king and Cardinal Richelieu, Chevreuse offers to help Gribouille elope with Marie, by capturing and holding Péquenaud during a visit with the king's ministers at Fontainebleau. Chevreuse dispatches two of her own agents, the King's Musketeers Aramis and Louvigny, to seize Péquenaud and stash him somewhere while Gribouille races off to steal away the willing Marie and marry her before the old soldier can interfere.

The player characters stumble upon this abduction in progress. The first sign of something amiss is the sound of a shot followed by a riderless horse racing past them and someone shouting in the distance. Approaching the source, they spy three masked men surrounding a surprisingly vigorous old codger who grips and old arquebus by the barrel and swings it at the trio while yelling for the provost-marshal. One of the three clutches a bleeding arm, another is covered in dust where it appears he fell from his horse, and the third waves his sword menacingly at the old man. If the adventurers take a moment to observe the scene, they will notice that the mounted man with the sword does not attempt to stab the old man, despite having opportunities to do so.

What happens next is wholly dependent on what the adventurers choose to do. Both of the player characters in my campaign are friendly with Louvigny and Aramis, so a surprising reveal is possible. Do they then involve themselves in the scheme to marry the farmer's daughter niece? And if they do, how does it play out from here? What sort of complications arise?

The R&R swashbuckling adventure scenario generator is full of amazingly evocative possibilities and produces wonderfully convulated twists and turns. Many of them are geared toward the specific setting for R&R, including the factions and named non-player characters - hey, there's that named npcs in random encounters thing again! - but I've found they are easy enough to adapt.

My only issue with the generator - aside from the fact that no one's made a flash version of it yet - is that, if one is scrupulous about observing the rolls, it makes for great scenarios but awkward random encounters, at least if those encounters are tied to a location. Frex, a generated scenario may begin in a fishing village and end in the New World, which means that it's a poor fit as written for an encounter at the royal palace. Many gamers won't have this issue, as they simply ignore rolls that don't fit, but part of my fun comes from not changing the rolls - you may've noticed I'm 'rolling in the open' for the encounters I'm generating in my posts - so if the generated scenario doesn't fit the location for which it's rolled, then it becomes a rumor the adventurers may hear instead.

Tomorrow, sussing out the possible complications of the abduction of Maître Péquenaud using the Mythic Game Master Emulator.

Friday, December 7, 2012

Random Encounters: Backswords & Bucklers

Backswords & Bucklers is one of my favorite D&D variants to come out of the OSR. Beedo at Dreams in the Lich House posted a very good review from which I will quote liberally here.
The default classes are fighting man, scoundrel, and wise woman/cunning man. There are no spell-casting classes just yet (the wise class uses a bit of dowsing and herbalism to achieve some game effects). Equipment and money are Elizabethan. There are some tweaks to combat - missiles and firearms are very deadly, and there's a neat rule around zero hit points and dying that makes rapiers and puncture weapons deadlier that could be worth pulling into any D&D game as a house rule.

However, the strength of the two products is in providing a campaign framework and advice for running urban D&D style adventures in lieu of dungeon delves. Their term is "Tavern Trawling", and it's introduced in the first rules book but developed further in book 2. The idea is to build a tavern environment as the home base, replete with regulars, occasional visitors, and patrons, and use the urban landscape for missions that take the place of dungeon delves. It's very episodic and would feel quite a bit like a TV show in terms of ensemble cast and narrative structure. Characters hail from the lower echelon of society, and the missions, adventures, and fictional interludes are in the picaresque vein, more like the fiasco situations that spiral out of control in a Tarantino film than the grand moments of high fantasy.

Here's why I went bizonkers over these books and wanted to do an immediate review - the techniques presented for generating the taverns and patron situations are very toolboxy and could be used in a wide range of settings for brainstorming urban adventures. I could easily transplant the suggestions to any D&D game where there's the potential for city adventuring. I'll definitely return back to this product sometime after the Black City, when I work on that future low magic/horror themed sandbox. And for folks wanting to use the books to run their own Elizabethan urban crawl as is, there are like 12 scenarios in outline form and a full blown adventure ready to go. The ratio of value-to-cost is really high and I'd recommend checking it out.
I had the same reaction as Beedo - the tavern trawling tables, particularly the expanded tables in book 2, immediately caught my eye. While they are written for 16th century Elizabethan England, adapting them to 17th century Bourbon France is easy enough to do on the fly.

Five tables - Patron, Who They Represent, Type of Job Offered, Reward, and Complications - each consisting of twenty entries make up the Tavern Trawling system. Aside from a few suggestions appended to the entries, which I'll include where applicable below, the interpretation of the results is up to the referee. My five rolls are 1d20=1, 1d20=12, 1d20=20, 1d20=7, 1d20=19, producing the following results.
Table 1. Patron: Mysterious Stranger - "Cloaked, disguised"
Table 2. Who They Represent: Noble
Table 3. Type of Job Offered: Seduction - "Sexual, Political"
Table 4. Reward: Arms/Other Equipment - "I'll give you my father's pistol"
Table 5. Complications: No Complications
The absence of complications toward the player characters for a seduction for hire is a curious twist. From the set-up I'd expect some sort of blowback, so it suggests that the target is someone who won't - or can't - retaliate, t least not effectively.

Now my first thought - don't judge me here - is that the seduction is for sexual gratification: the noble is a cuckold fetishist. Indeed, the situation could open doors to a whole subculture within the French nobility, but while a cape-and-sword campaign which delves deeply in the alternative sexual lifestyles of Louis XIII's court could be fun for the right group of gamers, frankly we're not that group, and this is not that campaign, so I'm just gonna table that idea for the time being.

The notion that the seducee is the noble's spouse has some (admittedly tawdry) possibilities, however. Perhaps the noble believes his or her consort is being unfaithful and decides to 'test' the spouse's fidelity. One advantage of this scenario is it can be run for a variety of player character sexual identities - frex, a gay adventurer could be hired to seduce the male spouse of a noblewoman, exposing both his infidelity and his orientation. In fact, since one of the player characters in our campaign is gay and looking to kick up his heels a bit, this might be an interesting encounter for him.

As a general rule, I avoid creating encounters specifically aimed at a particular player character, preferring to focus on in-genre encounters applicable to whoever the adventurers happen to be. However, as the adventurers gain notoriety and build relationships in the game-world, it follows that they should be approached by others looking for their help. The way I handle this is to put player character-specific scenarios into my list of prepared random encounters, paired with a generic encounter - if the adventurer is present and the scenario fits the circumstances, then the player character-specific encounter takes place, otherwise I default to the generic encounter instead.

There is, however, a significant problem with steering this encounter toward our gay character - he's closeted to protect his reputation, and an attempt by the noblewoman to expose not only her husbands infidelity but his orientation risks exposing the player character, and per the conditions established by the tavern trawling tables, there should be no complications for the player characters arising directly from the encounter.

So rather than make this specific to one player character, I'll make it generic. In fact,the mysterious stranger will make the offer to the adventurer with a reputation as a womaniser - the Don Juan Secret - or the highest Charm score among the player characters.

The mysterious stranger who quietly offers to buy the adventurers' drinks gives his name as Enfou - an obvious alias - comes straight to the point: he seeks a man of discretion to seduce another man's wife, Madame de Malvoir. Enfou hints that revenge is the motivation, but the reality is more complex.

The husband, the sieur de Malvoir, is a magistrate in the Cour de Comptes in Paris, formerly a procureur in the Parlement de Bourgogne. He married the daughter - twenty years his junior - of a wealthy bourgeois burgher, from whom he received a generous dowry, but the marriage contract stipulated that Malvoir was excluded from inheriting the burgher's fortune, a codicil to protect the family's wealth for the burgher's heir. However, the sudden and unexpected death of both father and son meant the family fortune passed to Madame de Malvoir, exclusive of her marriage. His first path of recourse is the courts, to get the marriage contract revised, but the burgher was clever and thorough, and a family lawyer is making this difficult, therefore Malvoir wants to pursue another play. The magistrate has long suspected his wife of infidelity, and now he hopes to take advantage of her unfaithfulness. By proving adultery, Malvoir can get his wife sentenced to a convent and take control of her finances. He is a nasty piece of work, proud and cruel.

Lonely and humiliated by her cold, avaricious husband, the vivacious Madame de Malvoir is indeed an adulterer, but she is discrete and discriminating and through the loyalty of her servants she has avoided being compromised in her dalliances. She fears Malvoir, with good reason, and she resists allowing him to take control of her inheritance, conspiring with a lawyer and family friend from her youth to protect her assets. She's a sweet kid, and shrewd, like her father.

Enfou assures the seducer that his safety is in no way at risk and asks only that evidence of the seduction be left on the sheets, which will be collected by the maids in the morning - in fact, Malvoir plans to burst in on the couple in flagrante delicto. In exchange for this service, the seducer will receive a gift of a flintlock arquebus, chased in silver, made by the king's personal gunsmith, Marin de Bourgeoys.

Per the randomly-rolled guidelines, the situation should no have complications for the player chaacters - Malvoir will honor the bargain struck by Enfou, as he is interested in the fortune, not the adultery. But if I (role)play my cards right, the players and their characters may feel some sympathy for Madame de Malvoir's situation, and perhaps a little sense of responsibility for her fate.

And if they don't, they get a nice shiny hunting piece - provided they can pull off the seduction of Madame de Malvoir.

Tomorrow Monday, the swashbuckling adventure scenario generator for Robots & Rapiers.