I haven't really played it though, so there may be some jarring stuff under the hood. Savage Worlds, using the Solomon Kane or Pirates of the Spanish Main may well work, although the maths is pretty broken if that sort of thing bothers you.Īll For One looks really cool, if you want to play in a demon infested Paris. Lace and Steel has some ok stuff, but I don't really like cards and the background is a bit to focused on weird monster shagging for my tastes. Seventh Sea has a lot of nice stuff, but the maths is poor and character generation is a bad joke. Looking at what is out there and I have experience of: Your not playing a bunch of Conans here, you are very much mortal and to survive through Wits and Skill rather than raw power and healing magics. High Stakes: In the Three Musketeers, when someone gets shot, they either die or spend months recovering from getting shot. It also needs to be pretty pacey, if your spending half an hour looking stuff up when you yank a rug from under someone, it dosen't feel swashbucklery. Swashbuckling Combat: Which needs a heavy focus upon actively defending yourself and manoeuvring into an advantageous position. Sorry, I went on and, but I wanted to give some specific answers as to why I really like this game. In an editor's note the writer says he wanted the primary villains of the game to humans instead of a 'monster of the week.' That said it would be quite easy to make up any monsters you wanted. I wanted to run a very human-centric version of the game. When I ran it the nonhumans were very much in the background. Optionally a player could talk the GM into allowing an Ogre or Troll character (there are rules for generating them). Nonhumans and Beasts: The playable non-human races are Centaurs, Harpies, Satyrs and Pixies. The over all effect is that most magicians choose a few skills and work to develop those as high as they can. Magicians learn magical skills (Divination, Necromancy, Alchemy) and then within the category learn individual spells that they can use. Magic: Lace and Steel has a magic system and is set in a fantasy world. ![]() Aggressive social interaction is actually modeled much like the fencing system. A truly vicious exchange of repartee at court can have really meaning consequences for a player. These emotional stats really come into their own when players start using social skills. If you self image drops into negatives it can effect your healing rate and your chances to increase skill after an adventure. Self Image represents how at ease you are with yourself at that moment. If you have an antipathy to something then you will get a slight skill loss when dealing with the focus of your antipathy. If you have a tie to you best friend then you will get a slight skill bump when performing skills that involve him. ![]() ![]() Player develop ties and antipathies during play. Interactions: In addition to skills and stats, which help control how players interact socially, there are also emotional traits called Ties, Antipathies and Self Image. There's a real feel that players are exchanging strikes and parries, locking blades and trading repartee jabs over locked hilts. Players and their opponents play from a hand of tactics dealt to them The combatants stats and skills determine both how many of these cards they are dealt and exactly how much mileage they can get out of it. It's run through a mini-game using cards that come with the game. The one I've enjoyed running the most though is Lace and Steel:Ĭombat: Lace and Steel's combat, specifically the hand to hand combat, feels like a fencing match. ![]() I've copies of Pirates & Plunder, Flashing Blades, Privateers and Gentlemen and Seventh Seas. Swashbuckling adventure style games are something I've always been interested in so I've picked up and run a bunch over time.
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