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Confessions of a mostly competent GM
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<blockquote data-quote="Soul" data-source="post: 1808265" data-attributes="member: 12608"><p>The thing with swashbuckling games is a lot of the time the trouble just comes to them. It might be forced, or whatever, its about the drama not the logic, things don't have to make sense. Some times people get mistaken for others, or they walk in to the wrong place at the wrong time, or the right place at the wrong time, or the wrong place at the right time, etc. Sometimes they have enemies that are unaware of because they are friends or family to people who also share these enemies. You can pretty much just keep throwing plot points at them and not give them a lot of time to react. Take some cues from soap operas or the like. The characters backgrounds in swashbuckling games generaly drive the action, and there are always consequences to actions. Having problems with assassin-chick, perhaps her former mentor has turned evil and she needs to try and save him or stop him, morality plays are always good in this genre. Maybe the former mentor is good but a rival student is evil and trying to cause problems for her, friends/family start dropping like flies all around with no clue why? Maybe a ball is in order, where everyone has a chance to shine, political intrigue at court, strrange dealings, maybe a mysterious murder or theft. Maybe some spywork, etc.. A ball can give you an opertunity to set up all sorts of information to the players. Maybe the tank slights a prickly noble and is challenged to a duel. </p><p></p><p>I also think the tinker is a perfect character for swashbuckling games, this is the guy who can invent differant firearms, or grapple guns for characters to use on missions, he can try and create devices for scuba, or hang gliders, the essential leonardo davinci type thats very much apart of the genre imo.</p><p></p><p>Sorry for the long winded reply, but this is what of my favorite genres. There is so much potential for these sorts of games, if everyone is willing to go with the flow and ham it up a little bit. Maybe do some searches for witty banter and create some hand-outs for your players also, to help them out in that area as thats also a big part of the genre. Perhaps your players just need to watch some movies to get a feel, like any of the numerous versions of the three musketeers, brotherhood of the wolf, on guard (le bossu), the scarlet pimpernel, rob roy, and a host of other movies or novels. Just some ideas, hope its helpful.</p></blockquote><p></p>
[QUOTE="Soul, post: 1808265, member: 12608"] The thing with swashbuckling games is a lot of the time the trouble just comes to them. It might be forced, or whatever, its about the drama not the logic, things don't have to make sense. Some times people get mistaken for others, or they walk in to the wrong place at the wrong time, or the right place at the wrong time, or the wrong place at the right time, etc. Sometimes they have enemies that are unaware of because they are friends or family to people who also share these enemies. You can pretty much just keep throwing plot points at them and not give them a lot of time to react. Take some cues from soap operas or the like. The characters backgrounds in swashbuckling games generaly drive the action, and there are always consequences to actions. Having problems with assassin-chick, perhaps her former mentor has turned evil and she needs to try and save him or stop him, morality plays are always good in this genre. Maybe the former mentor is good but a rival student is evil and trying to cause problems for her, friends/family start dropping like flies all around with no clue why? Maybe a ball is in order, where everyone has a chance to shine, political intrigue at court, strrange dealings, maybe a mysterious murder or theft. Maybe some spywork, etc.. A ball can give you an opertunity to set up all sorts of information to the players. Maybe the tank slights a prickly noble and is challenged to a duel. I also think the tinker is a perfect character for swashbuckling games, this is the guy who can invent differant firearms, or grapple guns for characters to use on missions, he can try and create devices for scuba, or hang gliders, the essential leonardo davinci type thats very much apart of the genre imo. Sorry for the long winded reply, but this is what of my favorite genres. There is so much potential for these sorts of games, if everyone is willing to go with the flow and ham it up a little bit. Maybe do some searches for witty banter and create some hand-outs for your players also, to help them out in that area as thats also a big part of the genre. Perhaps your players just need to watch some movies to get a feel, like any of the numerous versions of the three musketeers, brotherhood of the wolf, on guard (le bossu), the scarlet pimpernel, rob roy, and a host of other movies or novels. Just some ideas, hope its helpful. [/QUOTE]
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