Swashbuckling Adventures

I want to run a swashbuckling airborne campaign, probably based somewhere on the elemental plane of Air. That being the case how setting independent is the stuff in Swashbuckling Adventures, is the material handled well, what adaptations and changes are mase to the normal magic system? Any comments or recommendations for similiar material would be great.

Thullgrim
 

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I haven't tried the Swashbuckling Adventures materials, but I can tell you, if you've never run a swashbuckling-style campaign before, you're going to have a lot of fun. I have found that using more humanoid opponents than usual in this style campaign is key. At least in my group, the swashbucklers enjoy testing their skills against a skilled swordsman than a beast.
 

There's really no magic rules at all in Swashbuckling Adventures. It's a good book though. I'd say about 75% of the material can be lifted out of the setting. Only certain feats and prestige classes are really setting specific, along with of course some background info and magic items. The book does have a feel towards the end that there should be more there, yet it just kind of... stops. Still, the classes and feats are great for a swashbuckling setting.
 

Many of the prestige classes are linked to a particular country and its institutions. This doesn't necessarily mean they'll be hard to port...but some of them have a very strong Viking or Arabian or Russian or whatever flavor.

Still, nothing wrong with a flying Viking dragonship filled with axe-weilding reavers.

Good idea, by the way. I'd love to do a swashbuckling airship campaign.
 

You could also consider Spelljammer. I know it's not everybody's cup of tea, but it's got plenty of potential to rock. Dungeon 92 has a whole campaign setting for it - less material than the 2E boxed set, but it's got good rules and everything. The only thing that can be difficult is 'corralling' the players - not that you always want to, but when they just up and say "I want to go to Krynn," it's tough to find a legitimate reason for them to be unable to go.

Of course, a major meteor storm of long duration will keep just about anybody bound to the planet they're currently on until it's over.
 

As someone already said, the fighting style PRCs are culture specific but very easily portable into almost any fantasy world. One thing I would consider is that Swashbuckling Adventures seems to be designed around a low magic setting, so some of the feats and PRCs are a little more powerful than the baseline to compensate for having few magic items. I think the rules would work best in conjunction with keeping the treasure levels on the low end, but it's probably not a big deal either way -- NPCs will take advantage of the same stuff and you can just use slightly more challenging monsters.

I think that the standard magic classes would probably work fine with the Swash. classes, but there is a Swashbuckling Arcana book for magic too which has some interesting new styles of magic in it.

All of this opinion is from reading, but not playing it.
 

Oddly, I have found that the SA rules also work very well in a high magic setting.

The increased abilities of the SA characters are compensated for by the fact that other characters can buy them and tend toward greater flexibility.

An assassin is much better at sneaky death than a rogue, but a rogue also has dungeoneering abilities and better skills.

I think it sounds like an excellent idea and there are plenty of things you could use from SA.

I would also recommend checking out Swashbuckling Arcana, there are a few magic classes in there that might work out very well in your campaign. Several of the Sorcerous types have abilities that work well with/on ships.

If you don't mind, I would love to hear more about what you are developing.
 


thullgrim said:
are there any other swashbucklin type suookements out there as good or better than Swashbucklin Adventures?

Not to my knowledge. Certainly not d20.

There was a good Dragon magazine last year with some genre advice for swashbuckling. Some really good character ideas and such, but no crunchy stuff.

The "spell duel" rules in "Magic of Faerun" would be a great addition to a swashbuckling game --- let the wizards settle the score like gentlemen, too.

I've heard that "Castle Falkenstein" is good --- Victorian steampunk, fantasy, and swashbuckling. But again, not d20.

GURPS Swashbucklers is good, but it's primarily historical reference and GURPS rules.

Swashbucking Adventures / 7th Sea has its detractors, but it's certainly the most sustained and commercially successful attempt at a swashbuckling RPG.
 

I have just started such a campaign using the rules in Bastion Press "Airships" and the rules in "Swashbuckling Adventures" I found the alternative character classes and equipment section to be very useful.

The only drawback is the lack of magic using classes presented in the book. That is easily remedied by bring in magic from other sources.

I recommend SA for this type of campaign. I found it to be a little pricey but worth it.
 

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