Monday, May 13, 2024

The Heraldry Skill in Flashing Blades

The Heraldry skill in Flashing Blades is a Bonus Skill for Nobleman characters, costing one (1) Skill Point during character creation; Heraldry doesn't appear on the skill list of any other backgrounds, so a character without the Nobleman background must spend three (3) points at character creation to acquire it (FB core rules, page 5).
HERALDRY
This skill indicates a thorough knowledge of noble genealogies and coats-of-arms. Characters with this skill will be able to identify high nobility and members of the royal family, trace their family histories, and recognize their crests and seals. Noble families of other nationalities will be more difficult to recognize than domestic nobility. (3.4 USING SKILLS, FB core rules, page 7)
Heraldry appears two more times in the core rules, first in the ranks and positions rules for bureaucrats, as a gatekeeper skill.
Chancellor (requires Heraldry and Etiquette skills, roll 9 or more to receive; +1 if Social Rank is 16 or above, +1 for having been a Provincial Governor, +1 for having been an Ambassador). The Chancellor looks after the bureaucracy and paperwork of the Royal Court. (5.53 Ranks and Positions in the Bureaucracy, FB core rules, page 33)
Heraldry is also a gatekeeper skill for the position of Herald in the rules for minor jobs (5.103 Minor Jobs, FB core rules, page 39), for which a character earns 20 livres per month of employment. With a potential salary of up to 120 livres annually, the "minor job" of Herald earns more than a number of positions in other careers, with the caveat of requiring year-round employment, and is tied for the highest paying minor job with Gunsmith and Apothecary.

The Heraldry skill appears in a number of adventures, as a means of identifying non-player characters by their arms or revealing some bit of background detail.
Another personality whom the player characters may meet at Tavern Brevage Noir is Baron Jean-Paul De Gilloir, a debauched nobleman with a passion for gambling. Any character with Heraldry skill who makes a successful roll against Wit (+1) will recognize him as the same man who gambled away his family fortune and estate, and who has recently taken up with ruffians and petty villains of the Paris underworld. ("Tavern Brevage Noir," Flashing Blades Introductory Adventures, pages 3-4)
Any character with Heraldry or History skill may roll against his Wit (+2 modifier) to call up information about the Archduke DeMainz. ("The Man Behind the Mask," FB Intro Adv, page 5)
The fourth man also arrives in a carriage, this one with the coat-of-arms of a Baron. He is incredibly fat and his clothes, while quite expensive and fashionable, are in a state of disarray. Any character with Heraldry skill who makes a successful Wit roll (+1) will recognize this man as the Baron De Gras, a wealthy but debauched noble. ("Monsieur Le Droit’s Secret," FB Into Adv, page 11)
There are nine additional instances of skill checks (four in Parisian Adventure, three in The Cardinal's Peril, one in An Ambassador's Tales, and one in High Seas) which are functionally the same as these. Three non-player characters (two in An Ambassador's Tales, one in High Seas) possess the Heraldry skill in the published adventures.

In my actual play experience with FB, many players choose the Heraldry skill for their Nobleman characters due to the low cost in skill points and because recognizing arms and knowing details about other nobles is really part and parcel of playing a nobleman; it's usually taken along with Etiquette, which is also a Bonus Skill for Nobleman characters - two points for two background- and genre-appropriate skills, as the rules intend. Heraldry's also a means for supplementing a noble character's income when the rewards of adventure don't quite make ends meet.

I think there's more here.

Let's look at the history of heraldic arms in Ancien Régime (pre-revolutionary) France. First, unlike the United Kingdom, coats of arms were in no way restricted to the nobility; anyone who wanted arms could have them. In fact, the Parlement of Paris - a high court, not a legislative body - refused to register royal edicts limiting access in 1556 and again in 1663. In practice this meant that families and corporations - private, public, or civic, like a city - could have a coat of arms if they wanted. This extends the reach of Heraldry as a skill well beyond "high nobility and members of the royal family" to chartered trading companies, bourgeoisie families, or small market towns. Heraldic arms are also used by members of the Church; an appearance of the Heraldry skill in the published adventures reads, "A Player-Character who wakes his Wit roll (+2 for Heraldry) will recognize the insignia of the Archbishop of Paris on the offending vehicle, as it passes out of sight" ("Scavenger Hunt," Parisian Adventure, page 27). Gentlemen's clubs and orders of knighthood should display their own arms as well.

Given the extant to which coats of arms are available, their display should be commonplace in a 17th century French setting. Arms as architectural details should be everywhere, not just chateaus or townhouses of the nobility. A chamber of commerce (la chambre des marchands) might display heraldic banners of its wealthy merchant members; the arms of church benefactors may be carved into the woodwork of a choir stall. Heraldic arms can be used to reveal history: chiseled into the stone lintels of the baron de Bauchery's chateau are the arms of the comte de Bonair - how did the baron come to possess the courtly count's castle? Perhaps club members wear ceremonial tabards emblazoned with the club's arms during rites such as initiation or processions. Arms may appear on crockery or in pewter - plates, mugs - in stained glass, and in paintings and statuary. Books were often sponsored by and dedicated to noble patrons and their arms may appear as a frontispiece.

One of the most important applications of arms is the seal. Seals impressed into wax are used as authentication not just for letters and royal edicts but for contracts, deeds, and other legal instruments. For example the incorporation documents of a chartered company will include a row of wax seals suspended from the parchment by a ribbon or ribbons, indicating the parties to the agreement, including the king's agent and the lawyers who represent ownership.

With the ubiquity and significance of heraldic devices in l'Ancien Régime, one might expect the occupation of herald (héraut d'armes) to be closely regulated and highly regarded. A French college of heralds was created by King Charles VI in 1407, decades before the English College of Arms. The college of heralds was established with four grades:
  • le poursuivant d'armes - "chaser" or apprentice herald
  • le héraut - herald, a journeyman
  • le maréchal d'armes - marshal of armes, a master
  • le roi d'armes - king of arms, a grandmaster of the college of heralds, initially twelve in number
  • The college was given space at the convent of Saint Anthony - Le Petit Saint-Antoine - in Paris to meet and keep a library of armorials. At the time, heraldry played an important role in battle, identifying who was on the field, and at tournaments, announcing the contestants. One of the early duties of heralds, wearing their distinctive tabards, was to act as a messenger between army commanders, for which they were afforded privileges and safe passage similar to those of diplomats. The absence of limitations on who could bear heraldic arms proved to be a problem several kings tried to address, first and foremost to prevent "the usurpation of arms" by commoners - one of the roles of heralds was to insure that arms were not duplicated. However, the efforts of Charles VI and his successors to more closely regulate the use of coats of arms in France were of limited success, in no small part by their ubiquity.

    By the 17th century of our little game, heralds are, while not exactly in disrepute, of diminished status, associated in part with the rise of a professional army of standing regiments. In 1615, King Louis XIII will incorporate the college of heralds as part of the royal household under the responsibility of le grand écuyer - the grand squire of France - and create a juge général d'armes de France for prosecuting the usurpation of arms by commoners; as with his forebears, he will achieve limited success and the role of heralds becomes largely ceremonial. King Louis XIV will attempt, without success, to restrict the use of coats of arms by those not enobled, and will only succeed in adopting a fee for the use of heraldic arms for a little more than a decade after 1696.

    So, what does all of this mean in terms of playing Flashing Blades?

    While herald as a profession may be diminished, heraldic arms, as noted earlier, are still very common and should be a regular feature of the setting. The Heraldry skill synergizes well with other skills: Oratory and Etiquette as a noble's, bishop's, or council of aldermen's master of ceremonies, Magistracy for identifying seals on a contract or discerning the finer points of Salic laws of succession, History for working as a chronicler for a noble or royal order, Forgery for producing convincing fakes. A spy needs more than Espionage and Disguise; without Heraldry as a skill, they may miss crucial intelligence.

    One aspect of a herald's job isn't touched on at all in the rules as written: producing coats of arms. Heraldry implies a level of artistic skill; an apprentice herald - un poursuivant d'armes - will likely spend most of their time creating arms for clients and preparing armorials - books cataloging coats of arms - under the supervision of a herald or marshal of arms. In fact, one could make an actual career path for heralds: three years as an apprentice (Social Rank 4) before becoming a herald (Social Rank 6), marshal of arms (Social Rank 8) on becoming a Master of the Heraldry skill, a king of arms (Social Rank 10) - opening on a 10+, promotion on 9+ - if a Master Superior in the Heraldry skill.

    Lastly, one more historical note creates a fascinating option for a swashbuckling character: early heralds were not noble at all - they came from the ranks of jongleurs and jesters, street perfomers. Imagine a 17th century version of Paul Bettany's Geoffrey Chaucer from A Knight's Tale, the perfect wisecracking second to a gentilhomme or noble duelist . . .

    Wednesday, May 8, 2024

    Soldiers' Kit

    Ralphus at Wars of Louis Quatorze shares the upcoming release of a new book, Soldiers' Clothing of the Early 17th Century: Britain and Western Europe, 1618-1660:
    Soldiers’ Clothing of the Early 17th Century is a comprehensive study of the clothing worn by soldiers during the Thirty Years War and the British Civil Wars. The book delves into the changing fashion trends of soldiers' clothing during the early seventeenth century, with detailed chapters on various items of clothing, the contracts and supply system, and challenges the idea that there was no uniformity at the beginning of the century.

    There have been books written about military clothing during the early seventeenth century before, but never in this detail. This book is the result of over 30 years of research in the archives of record offices and libraries, recording minute details of clothing and coat colors. By examining thousands of archives and pamphlets, it challenges the idea that there was no uniformity within regiments or companies at the beginning of the century. Hundreds of contemporary illustrations, paintings and even surviving items of clothing were consulted to discover the soldiers' appearance.
    This is definitely going on the Captain's Bookshelf - that bit about "contracts and [the] supply system" sold me, 'cause that's just the kind of detail that I like to turn into a scenario. Here's the Amazon link for pre-order, if that's your thing.

    Tuesday, May 7, 2024

    Sworn Vengeance

    I really don't like projecting conflict into a campaign during character creation.

    I am a hard-core Develop-in-Play sorta gamer who favors minimal backstory and maximal goals to create friction in actual play. I want to make allies and rivals and secrets at the table, not noodling around with my character sheet.

    I recognize I'm also, outside of certain circles, an outlier in this, a rather antiquated exception to the rule.

    By the early Eighties, as I remember it, creating a character backstory complete with motives for adventuring and conflicts enmeshing the adventurer before the first die is rolled in anger was already becoming the normative expectation in tabletop roleplaying, and Flashing Blades was no exception to this.
    To add more color to the game, characters may have various special advantages and personal secrets. These are designed to allow many typical swashbuckling adventure themes to come into play. - "3.6 ADVANTAGES AND SECRETS," Flashing Blades core rules, page 9
    An FB character could begin the game with a Contact or a Secret Loyalty, a Double or a blackmailer, a noble Title or a compulsive gambling habit. Mark Pettigrew wasn't wrong: these are indeed "typical swashbuckling adventure themes," and if my own preference is to let these come about in actual play, his approach in FB is reasonably restrained: most Advantages and Secrets are a resource to be utilized - Favor, Wealth, frex - or a trait embodied by the character - Don Juan, Code of Honor - useful for pursuing goals or for generating the aforementioned friction, rather than an outright conflict involving the player character.

    Now, Blackmailed was an exception to this, postulating an existing and on-going conflict. So was Sworn Vengeance. Few of the players with whom I played over the years took Blackmailed, but more than a few chose Sworn Vengeance.

    Which is hardly surprising.
    Inigo: My father was slaughtered by a six-fingered man. He was a great swordmaker, my father. When the six-fingered man appeared and requested a special sword, my father took the job. He slaved a year before it was done.

    The Man in Black: I've never seen its equal.

    Inigo: The six-fingered man returned and demanded it, but at one-tenth his promised price. My father refused. Without a word, the six-fingered man slashed him through the heart. I loved my father. So naturally, I challenged his murderer to a duel. I failed. The six-fingered man left me alive, but he gave me these.
    [strokes the scars on his cheeks]

    The Man in Black: How old were you?

    Inigo Montoya: I was eleven years old. And when I was strong enough, I dedicated my life to the study of fencing. So the next time we meet, I will not fail. I will go up to the six-fingered man and say, "Hello. My name is Inigo Montoya. You killed my father. Prepare to die."
    In my experience, for most players Sworn Venegeance was almost always expected to lead to a Duel to the Death.

    Which honestly, to me, is kinda boring.

    Vengeance as a motivation for dueling is expected in swashbuckling games and stories, of course; Honor + Intrigue includes Vengeance in the suggested list of potential character Motivations ("Motivation," H+I, page 17) tagged to gain Fortune Points, which are used as a metacurrency for various character abilities. But vengeance can be so much more than an excuse to cross steel - this becomes particularly relevant in a game like Flashing Blades where the adventurers may embark on careers granting them vast temporal power in the setting.

    So my advice is, be Terry Benedict.
    Linus: The last guy they caught cheating in here? Benedict not only sent him up for 10 years, he had the bank seize his house and then he bankrupted. . .

    Rusty: . . . his brother-in-law's tractor dealership. Yeah, I heard.

    Linus: He doesn't just take out your knees. The guy goes after your livelihood and the livelihood of anybody you ever met.

    - Ocean's Eleven
    'cause Terry Benedict, well . . .
    Reuben: This sort of thing used to be civilized. You'd hit a guy, he'd whack you, done. But with Benedict . . . at the end of this, he'd better not know you're involved, not know your names or think you're dead, because he'll kill ya, and THEN he'll go to work on ya.
    - Ocean's Eleven
    What I'm saying is this: if you make vengeance one of your character secrets or motivations, stop thinking in terms of The Duel and start thinking of Humiliations Galore! Make your vengeance a wellspring of friction.

    For starters, consider that tractor dealership. The object of your vengeance derives part of their income from smuggling? Rob their smugglers. Burn down their warehouse. Pirate their ship. Or if you're one of those honorable sorts, present the evidence of their misdeeds to an equally honorable magistrate - and collecting that evidence may involve sneaking into that warehouse for goods and ledgers instead of burning it down, and taking the logbook before the pirate sails away with their ship.

    In a swashbuckling setting, the best villains may be out of reach of your character, socially and even physically. The Scheming Prelate is surrounded 24/7 by some of the best guards in the realm, but they also have a clientele of supporters and lackeys, so go to work on them first. Get the goods on one of their allies and blackmail them, or simply expose them to calumny. Seduce your rival's lover - seduce their sibling, hell, seduce their MOTHER! If you can't duel the object of your character's venegeance directly, then fight their lackeys, their right-hands - the real ending of Road House isn't Dalton fighting Wesley and his henchmen, it's Dalton fighting Jimmy, the "captain" of Wesley's "guard," then dragging Jimmy's body into the river and floating it downstream to Wesley. Everything after that is just tidying up loose ends.

    Use your character's power in the setting - again, this is another singular strength of Flashing Blades. Use your character's influence as a clergyman to sway public opinion about your rival - and if you're a Bishop or a Cardinal, EXCOMMUNICATE a few of their followers! If your character is a Magistrate, toss someone in jail, and if you're a City Mayor or a Provincial Governor, what's the point of having troops at your beck and call if you can't use them to knock down a door and drag someone off? And never forget the awesome powers of the Royal Ministers: prison, assasination, reducing Social Rank - seriously, ruining them at court could be worse than sticking a handspan of steel in their guts. If you don't want to be Terry Benedict, then be Khan instead.
    Khan: I've done far worse than kill you, Admiral. I've hurt you. And I wish to go on hurting you.
    - Star Trek II: The Wrath of Khan
    What this comes down to is, in choosing an object for your vengeance, give your vengeance breadth. Make killing the six-fingered man secondary to bringing down the entire bloody-handed House of Rugen. Their titles, their lands, their offices, their place in society all become fair game for the truly vengeful. In this you can generate a campaign's worth of friction and swashbuckling action galore!

    Friday, May 3, 2024

    Les Trousseaux: Skill-Based Starting Equipment for Flashing Blades

    I like equipping my characters.

    Selecting character gear and accoutrements is way of exploring the material culture of the game-world, and collecting memorabilia - trophies, souvenirs - becomes a way of telling my character's story as the game progresses.

    Inspired by Warhammer Fantasy Roleplaying, one of the house rules I adopted for my Flashing Blades campaign years ago is that player characters receive certain items based on the character's starting background. The French Wars of Religion jeu de rôle Te Deum pour un massacre does this as well, and adds an interesting twist by adding an item for skills possessed by the character. I decided to add to my earlier house rule with one based on Te Deum . . . .

    Starting characters receive the following items in accordance with their skills. Characters may also acquire these items in the process of learning new skills, at the Gamemaster's discretion.

    Skill Item
    Acrobatics A grapnel and 10 m of rope
    Artillery Artillerists’ charts and tables
    Banking A set of scales and weights and a counting board
    Bargaining 1D6 bottles of good brandy
    Bribery A bag of 30 pistoles
    Bureaucratics A book of collected royal edicts
    Captaincy A white silk sash and a silver-gilt baton
    Carousing 1D6 bottles of Anjou wine
    Chemist A copper alembic, a crucible, and a mortar and pestle
    Cut Purse A billon coin with a sharpened edge
    Disguise A costume
    Espionage A cipher disk
    Etiquette A pair of dancing shoes and a mouchoir
    Fine Manipulation A clockmaker's tool kit
    Forgery Copies of royal writs and official missives
    Gambling A deck of marked cards and a pair of loaded dice
    Gunnery A firesteel striker and a length of slow match
    Heraldry An armorial
    History A copy of Mémoires sur les Gaules
    Horsemanship A riding crop and a training whip
    Literacy A copy of Grammaire et syntaxe françoise, Introductiones latinae, or a similar grammar for another language
    Magistracy A copy of Coutume de Paris or Corpus Juris Civilis
    Oratory A translation of Cicero's De l'Orateur
    Pilot Two lanterns and navigators’ instuments (cross-staff, astrolabe, tables and charts)
    Seamanship A marlinspike and a kerchief
    Seduction 1D6 bottles of perfume
    Stealth A pair of turnshoes and a dark hooded cloak
    Strategy An carved ivory chess set
    Theology A psalter
    Tracking A magnifying lens and 2D6 small wooden pins

    Wednesday, May 1, 2024

    On the Waterfront: Random Encounter Tables for High Seas

    The Flashing Blades maritime supplement High Seas introduces six additional character backgrounds - colonial versions of the Rogue, Gentleman, and Soldier plus three new backgrounds, Marine, Sailor, and Pirate - as well as numerous new ranks, such as Gunner's Mate, Sailmaster, Ship's Pilot, or First Mate. HS also includes an encounter table for encounters at sea, aimed primarily at the waters on either side of the Atlantic Ocean; I took it upon myself awhile back to create a table specific to the Mediterranean Sea.

    While High Seas covers encounters at sea, there are no new tables to add encounters ashore incorporating the introduced backgrounds, so I took that on myself to remedy.

    Encounter Tables


    Roll (d20) Encounter on a Quay
    1 1D6 Sailors
    2 1D6 Smugglers
    3 A Merchant Captain (a possible Patron)
    4 1D6 Merchants
    5 A Wealthy Ship Owner (a possible Patron)
    6 1D6 Dockworkers
    7 1D6 Fishermen
    8 A Wealthy Merchant (a possible Patron)
    9 1D6 Marines
    10 A Knight-Captain and 2 Chevaliers
    11 An Investor and 1D6 Clerks (a possible Patron)
    12 A Food Seller and her handcart
    13 A Cartographer
    14 A Warship Officer (a possible Patron)
    15 1D6 Sailors
    16 1D6 Boatmen
    17 A Ship Chandler
    18 1D6 City Guards
    19 A Magistrate an 1D6 Lawyers
    20 1D6 Pirates

    Roll (d20) Encounter in a Port Tavern
    1 A Barmaid
    2 1-3 Merchant Officers carousing
    3 1-3 Dockworkers
    4 1-3 Sailors
    5 A Wealthy Merchant Captain (a possible Patron)
    6 1-3 Gamblers
    7 A Knight-Captain and 2 Chevaliers (a possible Patron)
    8 A Disguised Nobleman (a possible Patron)
    9 A Pickpocket
    10 A Master Gambler
    11 A Master Gambler who cheats
    12 A Rowdy (brawler)
    13 1-3 Rowdies (brawlers)
    14 1D6 Rowdies (brawlers)
    15 1-3 Marines
    16 A Warship Officer (a possible Patron)
    17 A Drunk
    18 A Ship Owner (a possible Patron)
    19 The Tavernkeeper or Manager (a possible Patron)
    20 A Smuggler (a possible Patron)

    Notes -
    • "A Knight-Captain and 2 Chevaliers" may represent knights of one of the military orders active against the Barbary corsairs or the Sallee Rovers, such as the Holy Order of Saint John of Jerusalem - the Knights of St, John, based on Malta - or the Order of San Stefano, based in Tuscany.
    • Hopefully most of the occupations are self-explanatory, but here're a couple of notes just in case: "Boatmen" are the boatswain (or bo's'n) and oarsmen of what High Seas calls a jolly boat; "Ship Chandler" is a merchant who specializes in supplies for ships, everything from ropes and sailcloth to pitch and varnish.
    • These tables, like the ones in the Flashing Blades core rules, provide the opportunity to flex the referee's creativity; frex, consider that a "Rowdy" or a "Drunk" could be a sailor, a pirate, a dockworker, a smuggler, a marine, a boatman, a rake, a plantation owner, a rogue, and on and on.

    I know to a lot of gamers these and the Flashing Blades encounter tables on which they're based are thin to the point of emaciated, but I love how much they leave to interpretation and personalization. It's rare for me to find a commercial product that I can plug'n'play, so inspiration is much more important to me, particularly given the way I like to use the FB encounter tables.

    Monday, April 29, 2024

    Carousing

    These quick and dirty carousing rules are reminiscent of En Garde! and fit in very well with the notion of campaign turns.

    Bringing Out the Big Guns

    Cannons, anyone?

    I really appreciate the level of detail that went into selecting the different cannons included in this blogpost.