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<blockquote data-quote="S'mon" data-source="post: 1512883" data-attributes="member: 463"><p>Hi Randomling - looking forward to playing in your swashbuckling game! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Seems like lots of good advice here (other than re the lack of value of PhDs in law...) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>BTW if you want to use d20 I believe there's a "Seventh Sea d20" which looks like it has good 'crunch' stuff in it, although the world itself is kinda lame IMO - 18th century pirates with no Americas/Caribbean is odd. I think using your own homebrew might work better.</p><p>I agree d20 rules is rather complex for a swashbuckling game, esp the minis-based combat, so if you're comfy with using different (simpler?) rules system that might be an idea, or maybe d20 w/out minis and don't worry about 5' steps, tactical positioning etc. Some of the Conan rules like Fate Points & the Pirate class might fit a swashbuckling game, although the combat rules are a bit complex where armour is involved - you could set the game in an era with gunpowder & no armour, though. I have Avalanche Press's 'Pirates of the Caribbean', which aims to be an historical sourcebook - lots of scurvy & amputations, you could check it for ideas.</p><p></p><p>I agree that ordering players to help the GM by looking up rules, tracking initiative etc is a good idea, I do it a lot. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>I wouldn't worry about knowing everything - one of my GMing secrets in 3e is that I no longer expect to know all the rules, I just relax & do my best, I'm prepared to look stuff up if it seems important. Stalkingblue & me make lots of errors, too - it's not important.</p><p>The mentor idea sounds promising - SB & me could certainly offer support as needed - but I expect your game would emphasise roleplay over rollplay - a good thing IMO - so I doubt much would be needed.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1512883, member: 463"] Hi Randomling - looking forward to playing in your swashbuckling game! :) Seems like lots of good advice here (other than re the lack of value of PhDs in law...) :P BTW if you want to use d20 I believe there's a "Seventh Sea d20" which looks like it has good 'crunch' stuff in it, although the world itself is kinda lame IMO - 18th century pirates with no Americas/Caribbean is odd. I think using your own homebrew might work better. I agree d20 rules is rather complex for a swashbuckling game, esp the minis-based combat, so if you're comfy with using different (simpler?) rules system that might be an idea, or maybe d20 w/out minis and don't worry about 5' steps, tactical positioning etc. Some of the Conan rules like Fate Points & the Pirate class might fit a swashbuckling game, although the combat rules are a bit complex where armour is involved - you could set the game in an era with gunpowder & no armour, though. I have Avalanche Press's 'Pirates of the Caribbean', which aims to be an historical sourcebook - lots of scurvy & amputations, you could check it for ideas. I agree that ordering players to help the GM by looking up rules, tracking initiative etc is a good idea, I do it a lot. :) I wouldn't worry about knowing everything - one of my GMing secrets in 3e is that I no longer expect to know all the rules, I just relax & do my best, I'm prepared to look stuff up if it seems important. Stalkingblue & me make lots of errors, too - it's not important. The mentor idea sounds promising - SB & me could certainly offer support as needed - but I expect your game would emphasise roleplay over rollplay - a good thing IMO - so I doubt much would be needed. [/QUOTE]
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