Topic: Seafaring, Swashbuckling, & Style
Started by: The_Confessor
Started on: 9/22/2003
Board: Indie Game Design
On 9/22/2003 at 5:08am, The_Confessor wrote:
Seafaring, Swashbuckling, & Style
Greetings everyone,
I just finished writing my second RPG Seafaring, Swashbuckling & Style: A Cinematic Role-Playing Game in the Age of Piracy. It was written loose and fast, and in less than a day. So, needless to say, it's probably a little raw. I don't even have it in PDF yet. The link above is in Word. Anyway, if you're feeling frisky, take a gander and tell me what you think. Thanks!
On 9/22/2003 at 12:02pm, Jeph wrote:
RE: Seafaring, Swashbuckling, & Style
Hmm. Very nice, a good cinematic feel to it, much style in the attribute names. However, that's about all in the game that has anything to do with the genre: the attribute names. You might want to consider adding in some more piratey mechanics, such as a system for loot and booty, the benefits of drinking ale and buying whores, and something to track the fearsomeness and reputation of a pirate.
On 9/22/2003 at 12:48pm, The_Confessor wrote:
RE: Seafaring, Swashbuckling, & Style
I thought about going into detail on natical combat and perhaps a more detailed dueling system with S3, but I really wanted a fast game. I decided to give some narrative control to the players and focus on what the heroes do, not the statistics of how they do it.
Does it matter what D'Artangan rolls to defeat Richfort? No. Does it matter how Jack Sparrow uses the broken compass to find Isla De Morte? Of course not! It's cool, and that's what matters. Because of this, I kept the mechanics very broad.
Also, I considered doing drinking rules, but I gave up on that idea for two reasons: 1) On a personal note every time I think about a PC getting drunk in game I think of the Dead Ale Wives skit ("Cool! Roll the dice to see if I'm getting drunk!") 2) Being drunk, in my opinion, should influence role-playing more and statistics less. If a character wants to deal with the details of being drunk, they can spend an Attribute Point to take narrative control.
On 9/22/2003 at 2:44pm, Mike Holmes wrote:
RE: Seafaring, Swashbuckling, & Style
But if the system doesn't have anything specific about it other than the ability names, that makes it produce piratical play, why should I play this game, and not just use FUDGE along with my copy of GURPS Swashbucklers? Or some other free light generic game, and source material from the library?
What about your game do you think makes it uniquely better than other systems for running games in this genre?
We're not saying it has to be any more complicated, just that it ought to do something to promote the sort of play we want to see. As it stands, all the system does is get out of the way. And there are about a zillion systems extant that do that just as well as yours.
Mike
On 9/22/2003 at 4:24pm, The_Confessor wrote:
RE: Seafaring, Swashbuckling, & Style
Well I personally have niether played nor read Fudge or GURPS, so I know little about the details of the systems or settings. S3 was designed primarily from my own dissatisfaction from what I have in my library. This coupled with the fact that I have no money, means I must resort to writing my own games.
On 9/22/2003 at 5:44pm, mrteapot wrote:
RE: Seafaring, Swashbuckling, & Style
The_Confessor wrote: Well I personally have niether played nor read Fudge or GURPS, so I know little about the details of the systems or settings. S3 was designed primarily from my own dissatisfaction from what I have in my library. This coupled with the fact that I have no money, means I must resort to writing my own games.
Actually, Fudge and Gurps Lite are both available for free online.
http://www.fudgerpg.com/fudge/getting.html
http://sjgames.com/gurps/lite/
As stated, if your system is specifically geared towards a specific genre, you could just use an existing rulesset to play your game, rather than build your own.
Not that making your own game is bad, but an existing system has some advantages, like playtesting and semi-professional effort put into it. These would be balanced out in my mind only if the new system had something special in it (ie, new ways of encouraging the desired play).
On 9/22/2003 at 6:16pm, The_Confessor wrote:
RE: Seafaring, Swashbuckling, & Style
One of the things I was trying to do in S3 (and yes, this has been done in other games) is add a more narrativist element into the swashbuckling genre. Even 7th Sea, the grand daddy of the swashbuckling genre, doesn't quite grant the freedom I'm looking for in a game.
On 9/22/2003 at 6:23pm, Valamir wrote:
RE: Seafaring, Swashbuckling, & Style
Even 7th Sea, the grand daddy of the swashbuckling genre
I had to chuckle a bit at this...grand daddy?
What does that make Flashing Blades, or En Garde? Downright methuselahs on that scale ;-)
On 9/22/2003 at 7:34pm, Jeph wrote:
RE: Seafaring, Swashbuckling, & Style
The_Confessor wrote: One of the things I was trying to do in S3 (and yes, this has been done in other games) is add a more narrativist element into the swashbuckling genre. Even 7th Sea, the grand daddy of the swashbuckling genre, doesn't quite grant the freedom I'm looking for in a game.
What you have right now is a great, generic, narrativist RPG. Just tweak the stat names, and its works anywhere! Now, if you want it to be specifically a pirate game, producing play more geared to pirating than The Pool set in 1670 Carribean, it needs a beit more focus.
Not neccessarily a nautical combat or dueling system, or anything like that. You're right, those are not in any means required. However, you should have something a bit more concrete than names to gear the game towards piracy and swashbuckling.
On 9/22/2003 at 9:02pm, The_Confessor wrote:
RE: Seafaring, Swashbuckling, & Style
Ahh, now I see what you're getting at Jeph. Not a bad idea. My fear is that by expanding and then focusing on the pirating element specificly that I will end up creating a system that becomes too complicated and loses the game's fast-paced nature.
Oh, and Valamar... as far as the "grand daddy," it's just me showing my age. ;) Besides I ment more in scope than actual age.
On 9/22/2003 at 9:32pm, xiombarg wrote:
RE: Seafaring, Swashbuckling, & Style
Well, none of the games mentioned so far have the narrative control mechanic -- but that's still not especially piratey or swashbuckling. Tho I think that color counts for a lot more than the rest of you do, it seems. ;-D
Regardless, how would y'all make it more pirate-esque or swashbuckling without increasing complexity overmuch? Add a gambling mechanic? Reward over-the-top actions in some fashion? What MAKES for a swashbuckling game, anyway?
On 9/22/2003 at 11:03pm, gobi wrote:
RE: Seafaring, Swashbuckling, & Style
xiombarg wrote: What MAKES for a swashbuckling game, anyway?
When I think of swashbuckling, I think of outlandish, completely off-the-wall stunts. It's big personalities with bigger egos clashing blades for a chance at an even bigger prize, be it lost treasure or the love of a fair maiden.
The types of play I'd expect to be rewarded would be those of extremes. Nigh-caricaturistic personalities: A pirate so arrogant that he maintains his dignity even while coming into harbor on a sinking lifeboat; A lieutenant so duty-bound that he'll fight to the death for even a foolish order; An amoral commander willing to sacrifice the lives of the innocent if it keeps the peace.
That's pretty much it, as far as I can tell. Stunts and personalities. Stunts could be done something like Wushu, where every embellishment of a described combat action actually adds bonuses to a die roll.
Appropriate traits could provide the option of even further bonuses, so long as they are justified through further embellishments. I think of it as a game of narrativist one-up-manship.
"I leap over the balcony (+1), catch the chandelier (+1), leaving a lit bomb (+1) in front of you!"
"Oh yeah? Well, shoot the chain of the chandelier (+1), causing it to fall towards barrels of gunpowder (+1), and throw the bomb (+1)right back at you!"
On 9/24/2003 at 7:29pm, The_Confessor wrote:
RE: Seafaring, Swashbuckling, & Style
I made some small, but signifigant changes to S3. I added a rule that if you decide to spend two Attribute Points, you are allowed to narrate your own success.
I also did a little grammar clean up, as well as minor rules notes. (Like what to do if dice tie, etc.)
As far as making S3 a universal system and doing suppliments, I don't think that would work. A large part of S3 is the three specific attributes that fit it to the genre. The concepts and mechanics of S3 might work for other high adventure or action games (Something like Star Wars or Indiana Jones, etc), but I think in order to turn S3 into a universal system it would require the GM to sit down ahead of time and decide (What are the three focuses of this game?), and then build specifics around that. But I'm not 100% sure it would work. S3 is so rules-lite that it doesn't even have a death or combat mechanic. This could prove troublesome.
It was designed and built to be focused on high adventure and piracy. What makes it swashbuckling? I am a big believer in color helping to establish feeling, and I like to believe that the way S3 is written inspires a swashbuckling tone. Also, with a mechanic that doesn't allow for horrible, stupid, and unheroic mistakes, this immediately creates a setting ripe for swashbucklers.
It is ment to lend itself to a swashbuckling tone, but in the end I think what determines whether a game is anything (swashbuckling, gothic-punk, high fantasy, paranoid conspiracy, etc) is the effort placed into the game by both the players and the GM.
On 9/24/2003 at 7:37pm, Mike Holmes wrote:
RE: Seafaring, Swashbuckling, & Style
It is ment to lend itself to a swashbuckling tone, but in the end I think what determines whether a game is anything (swashbuckling, gothic-punk, high fantasy, paranoid conspiracy, etc) is the effort placed into the game by both the players and the GM.
So, what you're saying is that system doesn't matter?
Mike
On 9/24/2003 at 8:24pm, The_Confessor wrote:
RE: Seafaring, Swashbuckling, & Style
So, what you're saying is that system doesn't matter?
Not exactly.
What I'm saying is that while system can assist or detract from establishing the tone and theme of a game, in the end it the players (including the GM) who finalize exactly what that tone is.
For example, I've played in more than one Vampire game that had tone destroyed because none of the other players seemed interested in playing in a "World of Darkness" or a "Gothic-Punk" environment.
System can influence, but does not determine, tone, genre, and mood.
On 9/24/2003 at 8:34pm, Lxndr wrote:
RE: Seafaring, Swashbuckling, & Style
Hasn't it been pretty well-established, though, that there's very little in the Vampire/Storyteller system that supports the goals stated and implied in the text?
On 9/24/2003 at 10:56pm, RaconteurX wrote:
RE: Seafaring, Swashbuckling, & Style
Lxndr wrote: Hasn't it been pretty well-established, though, that there's very little in the Vampire/Storyteller system that supports the goals stated and implied in the text?
If you are going purely by the World of Darkness series of games, I would concur. Trinity and its subsequent prequels, Aberrant and Adventure!, utilize the system to much better effect. Of course, they made major revisions which made the system genuinely playable in the first place... changes which carried over into Exalted, I believe.
On 9/25/2003 at 10:24am, contracycle wrote:
RE: Seafaring, Swashbuckling, & Style
Just a note. This is a longstanding itch and it has yet to be scratched, but: surely if you aim to produce a game that occurs on the high seas, some rules and mechanisms should be aimed at portraying said high seas? Weather effects, sailing, getting stranded, how and when to de-barnacle your hull, the power of ropes, yada yada yada.
On 9/25/2003 at 2:01pm, Simon W wrote:
RE: Seafaring, Swashbuckling, & Style
The_Confessor wrote:So, what you're saying is that system doesn't matter?
Not exactly.
What I'm saying is that while system can assist or detract from establishing the tone and theme of a game, in the end it the players (including the GM) who finalize exactly what that tone is.
For example, I've played in more than one Vampire game that had tone destroyed because none of the other players seemed interested in playing in a "World of Darkness" or a "Gothic-Punk" environment.
System can influence, but does not determine, tone, genre, and mood.
I must say, that I go along with this. There are a whole bunch of new games out there that have a system or a way designed to reflect certain themes or goals that the creator(s) want to exist in their game(s).
However, for some players these just get in the way and all they need is a good idea of the setting/mood of the game and they will play it as it should be. They get annoyed at the 'fiddly bits' in the game design - its almost like someone is getting them 'in-line' with what they are supposed to do in a game, rather than just letting them get on with it. (here I mean like worrying about how or when they are going to spend their 'in game currency' - dice pools, hero/character/narrative points and so on).
Other players need to be led, but a whole lot of these wouldn't be able to role-play the right mood/setting/theme however you dressed it up or tried to come up with the perfect system - more than likely they'll just say the game sucks.
Simon
Check out it's a dog's life here
http://www.geocities.com/dogs_life2003
On 9/25/2003 at 3:43pm, Mike Holmes wrote:
RE: Seafaring, Swashbuckling, & Style
However, for some players these just get in the way and all they need is a good idea of the setting/mood of the game and they will play it as it should be. They get annoyed at the 'fiddly bits' in the game design - its almost like someone is getting them 'in-line' with what they are supposed to do in a game, rather than just letting them get on with it.
If that's the case, then why not just play freeform? Why have just a little system if it's going to be annoying? And, again, if it's generic, then what makes it better than FUDGE, et al for this purpose?
Mike
On 9/26/2003 at 9:32pm, sirogit wrote:
RE: Seafaring, Swashbuckling, & Style
A few suggestions:
I don't see why in-depth seafaring mechanics are at all needed. As it appears to me, this game, as well as the fiction/stories it is based on, is NOT about ships, the time period, the act of piracy, but about the Pirates themselves. So I'd personally recommend mechanics which emphasize the situation a pirate is in or the behaviors that one has.
I think the fact that players are not actually in danger of losing their character is a good example, as it promotes dangerous and foolhardy actions, but what about if the players recieved some sort of reward in the lines of more narrative currency for putting themself inside of risky and deadly situations?
Another issue is that two things which define Pirates are greed and the enthuasim to express ideas or style. Now, to avoid making any blanket statements about our swanky sea-friends, there hit me as being two kinds of pirate heroes, the pirate by circumstance and the born pirate.
The traditionial pirate character is the born pirate. He is greedy towards everything. Wine, women(or men, for the slinky gender or persuasion), treasure, a ship, pride, everything, he's just a naturally wanting individual, and will usually stop at very few bounds to get it. It's in the nature of a person that risks life, limb, and sociol outcasting to have suffiencent motivation to do so. He's also rather expressive. This just seems to always be a constant of pirates. They express themselves strongly, they act in style, to kill with blood curdling yells, to insult with a standing ovation. Heck, they'd get into fights alot more if they wern't dancing half of the time.
And then there is the pirate by circumstance, which usually ends up as the "main" protagonist, gets the girl, etc etc... even though he wasn't really the main character, let's use, uh, that english guy, from pirates of the carribean(even though it was all about Johnny depp's Jack). He -doesn't- want everything. He is not into expressing -everything- he does. Instead, he takes up the life of a pirate because of his much more focused desires. He wants something in paticular, that uh, vaguely english woman's wellbeing. Simarily, pirates by circumstance usually have a facet which they express adamantly, such as chivalry, anger, confidence, etc.
This isn't to say that born pirates do not have specific wants and expressions. just that it usually plays less of a part in their lives than the pirate by circumstance. Unless ofcourse, if their more specific want was "to be selfless" and their more speicfic expression was "brooding" or "disintereasted". In this case, the born pirate wouldn't act on general motivations as they are trumped by that anthithesis to them, and rather play their unusual charistics to the hilt.
So a system that would encourage verve or desire in it's mechanics would qualify what many others call for "something better suited to the theme than freeform.". But that's just what -I- think are important about pirates. You'd be well suited to find out what exactly it is about the the setting that intrigues you and make your mechanics nessicitate those factors coming into play.
On 9/27/2003 at 12:31am, gobi wrote:
RE: Seafaring, Swashbuckling, & Style
Not that the opinion of a text-based thoughtform holds much sway, but I'd be more inclined to play a setting that encouraged a specific playstyle than one that just lay in the security of not having tried to be something more. As is always the case, it's absolutely your call. Just keep in mind that a game system's style isn't always in its mechanics. Simply saying "hey, S3 characters can't die unless it's dramatically appropriate" is something. While an invisible system can't hurt, it can't do much of anything else either.