I am thinking of starting a Swashbukling campaign of high adventure and I would like to hear from people who have run similar campaigns.
Did you make any rule changes, supplements, or special exceptions (ie swashbuckling cards)?
parrying rules are practically a must for the feel. Dragon #301 details a swashbuckling game based on the core DnD world and has parrying rules and feats as well as fenceing styles. Black powder weapons and low magic emphasize the very physcial, as opposed to magical, nature of the setting.
I am using faster healing rates and "lives" to make up for the lack of magical healing and ressurection, and to get the PCs to risk more than they might.
Social interaction rules are good, I am playing pretty fast and loose with them, but have amped the Bard's class features with social skills like contacts, taunts, and flirting "Feats" in exchange for the spell casting that really isn't approtpiate to the setting. Deities and Demagogues can help with that.
You will eventually want ship-to-ship and mass combat rules if you are runnign a game at sea. I'm still not sure which ones I am going to stick with, the sources mentioned below have them though.
What gaming books and resources did you find most useful?
The afforementioned Dragon #301, Dragon #310s Fencer and Corsair fighter variant classes, KoK: Salt and Sea Dogs, Skull and Bones. Other books that I have heard mentioned a lot but have not used myself: Freeport from Green Ronnin, Swashbuckling Adventures and supplements from AEG, and the Seafarers Handbook, which I believe is from Fantasy Flight Games.
GURPS Swashbuckler has some good ideas for a historic setting.
A lot of what I am doing right now is homebrew for my Swashbuckling game. Flavor over Crunch. Keep the action moving, lots of sword fights and acrobatic daring do, intrigue, mystery, and romance.
Now if I can just figure out what comes next and how that all fits together I might be able to give you some REAL advice.