Need Tips on Swashbuckling Campaigns!

tylermalan

First Post
I've never run a swashbuckling game but want to, and I was just looking for some tips on anything to use concerning resources and rules, settings and classes and races, and just general DMing advice about them. Help would be much appreciated!
 

log in or register to remove this ad

Watch a bunch of Swashbuckling movies. Rwad a bunch of swashbuckling books.

I'd suggest referencing 7th sea but there seem to be about a billion supplements for it now and I don't like the d20 interpretation of the world.

Decide what level of realism and supernatural stuff you want for your game, and build from there.

Oh, and class based defense really helps bring about the lightly armoured swashbuckler feel. Iron Heros might be a good base.
 


Action points, or Hero Points, or some similar mechanic is good, from a mechanical perspective. I don't know that I have any other specific mechanics advice in mind, except to review all the various skill descriptions and give some thought about how to apply skill checks to whatever "swashbuckly" action folks dream up to try.

As for general GMing tricks and tips, I ran a game not long ago where the stated goal was to be "swashbuckly" but it didn't always turn out that way. Too much ingrained habits on how D&D was to be played, I think. To try and change that (and it worked marvelously well, I might add) I spent some thought before the session thinking of exotic locations in which to stage fights, where the environment could come into play. That, and having NPC opponents who were attempting all kinds of swashbuckly maneuvers really got the players into the spirit of things, and before long they were matching them buckle for buckle.

For inspiration, I suggest watching The Three Musketeers (Michael York and Raquel Welch version, done in the 70s), Captain Blood (Errol Flynn's first blockbuster, and the movie that made him a star, done in 1935 and just recently released on DVD) and the older Zorro movie; the one with Tyrone Power, also done (I believe) in the 1930s.

You could also read some Rafael Sabatini, author of the novel on which Captain Blood was based. His other really good novels are, IMO, The Black Swan, St. Martin's Summer, and Scaramouche. A lot of his novels are public domain now too--I believe all of those (except The Black Swan, sadly) are available as txt files on Project Gutenburg.
 

7th Sea is a pretty good set up for that sort of game. You can run with just the players book and GM book. The supplements are well written as far as how they detail the background for each nation and add some crunch but some of the rules additions begin to push the boudaries of the game balance.

The adventures from the few I have seen are also fairly well done.

I love the world that seems familiar enough to play comfortably in but is different enough that there are plenty of surprises.

Later
 

I'm starting a swashbuckling campaign soon, as well, though mine will be more in the vein of the Harryhausen "Sinbad" movies, as well as some other sources that have that feel.

"Captain Blood" is one of my all-time favorite movies. "The Adventures of Robin Hood", with Errol Flynn, is a must see. The recent "Count of Monte Cristo" would be a good movie to watch, as well.

I'll echo the defense bonuse instead of heavy armor option. I'm going to use Action Points and the Wound Point/Vitality Point rule, as well. The parrying feats from an issue of Dragon about 3 years ago would be great to look at, as well (Issue #301, I believe). If you can lay hands on either a pdf or hardcopy of Malhavoc Press' "Book of Iron Might", do so. There are great rules for using skills in combat and how to make combat more cinematic in it.
 


MavrickWeirdo said:
Big Poofy Shirts

Not mention:

1. Torn bodices
2. Leather pants
3. The word is spelled "Huzzah!!!!"
4. Striking poses, particularly hands on hips, chest out, and a cocky grin.
5. Plenty of ropes for swinging around heroically, despite a startling lack of any clue as to what or where the ropes are actually attached.
 

Because wearing armor is incompatible with puffy shirts, the PCs in a swashbuckling campaign are going to need some armor boosts or some way of dodging/parrying blows more easily than in a standard d20 System game. Fatigue/exhaustion might play at least as large a role as actual loss of hit points. The role of a system of honor, even among evil PCs, can help reduce PC losses -- the chance to surrender rather than fighting to the death, for example.
 

Read Stephen Brust's Khaavren Romances...The Phoenix Guards, 500 Years After, The Viscount of Adrilankha trilogy...great swashbuckling in a fantasy world.

Also make your players won't be playing great axe using, full plate wearing dumb tanks.
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top