What hasn't been done?

Lankhmar d20 ..... but I'm working on it.

And I still don't think Gamma World has been done right. But then again, GW is such a matter of personal taste, that nobody will make a majority of GW fans happy with one re-conceptualization of it.

Is there a d20 car wars? or a d20 toon?
 

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dougmander said:
Thanks for your support. I love Solomon Kane (anyone seen Gary Gianni's illustrated version? -- wow!). It's definitely in the same vein as Septentrionalis, I agree.

The published version will be an OGL stand-alone game, with significantly different core classes, combat, and magic from standard d20. The flavor will be very similar to the old PDF, and it will be illustrated by me -- and I'll be using the old maps too, I believe.

The publisher is Atlas Games. Check their website soon to see a section dedicated to the forthcoming book. The name, alas, will not be Septentrionalis. We're still deciding among several working titles -- how about Warlocks and Tomahawks (just kidding)?

Congratulations! Might I suggest keeping it simple and straitforward? d20 The New World? Arcane America?
 



How about an honest-to-god d20 campaign setting for the Three Musketeers with a good dueling combat system that reflects the swashbuckling setting? Class based AC improvements would be a MUST HAVE as would specific bonuses for learning various forms of fencing. I'd also recommend using the "Lives" rule from Skull & Bones to reflect how the heroes always seem to live to fight another day. Also, it would be nice if the book would provide a lot of setting information. As horrible as "The Musketeer" movie was, the setting was more accurate with Dumas writing than the Disney version of "The Three Musketeers". "The Man in the Iron Mask" was also very good even if it did have Leo "De-Crappy-oh" in it.
 


Calico_Jack73 said:
How about an honest-to-god d20 campaign setting for the Three Musketeers with a good dueling combat system that reflects the swashbuckling setting?


Well, there are some problems with this. I suggest people read this through before responding, or you may end up "correcting" something I address later.

The greatest one is that remarkable rarity of people who have formal schooling in the use of archaic weapons from a classical standpoint and pedagogy (which means THEORY AND HISTORY as well as practice), in the living tradition of the early modern swordmasters AND roleplay AND don't think of D20 as beneath their notice.

Second, people who make an attempt at the task simply have no concept of how the far-too-typical introductions they make into the game will alter how it plays.

Third, the general gaming public has certain "expectations", borne of ignorance and misinformation as to the "best" way to represent this sort of combat.

Every attempt I've ever seen begins with the premise that D20 archaic combat is 100% totally and absolutely nothing but Flintstone boxing--brutes who stand and bash each other until one or the other falls over. Hit points are 100% invariably treated (even if hypocrite mouth noises are made to the contrary) as "bits-o-body" that get chipped off in combat and represent nothing else.

Okay, so then a "parry" thingie always gets added. Contrary to popular delusion, "swashbucklers" didn't invent the "parry". They didn't invent "footwork" or "defense". Indeed, one English gentleman of the 16th century went so far as to claim that the Italianate boogers who were invading his island to teach Gentlemen their foining tricks with the rapier had abandoned defense altogether!

Thus, if the greatsword-wielding man in plate gets no special "parry" thingie, then it likewise would not apply to somebody with a rapier or transitional rapier.

Likewise, counterattacks were not invented by "swashbucklers" (although a case that the riposte was might be reasonably made--but a riposte requires a very light weapon--one that was never seriously used against armor). Indeed, the heart and soul of the old schools of swordsmanship were to control timing, distance, and measure sufficiently that you would be able to launch a counterattack at the time and angle that would take full advantage of the attack launched against you.

Defense was taught a LOT in the old school--the method was simply somewhat different.

Unfortunately, there is a great deal of inertia and opposition against anything that violates the dogmatic response (make up a "parry" thingie, pile on boatloads of defensive bonuses, etc).

Finally, there is one fundamental fact that is either ignored or simply unknown to the masses: When "swashbucklers" went to war, they used the heaviest weapons and armor they darn well could find! The fancy tricks of the duel were left behind when the serious business of a real fight was underway. Unfortunately, people instead try to "balance" a "swashbuckler" in combat against a Fighter in full plate. In our own world, the way a swordmaster would "balance" himself in combat would be to PUT ON SOME FULL PLATE, HIMSELF, AND PULL OUT THE GREAT HONKING CAN-OPENER WEAPON. The right tool for the right job isn't just for installing a new light switch.


And before anybody thinks to pull out the old "Well, it's fiction." cop-out (and it is a cop-out of the lowest order), the archetypal swashbuckling fiction from which we get the "swashbuckler" (I will leave off truly forgettable "fantasy" attempts that always fall quite flat) never depicts its heroes going up against walking tanks, against mighty dragons, or in any of the situations that far too many designers try to "balance" them for. They may humiliate brutes, but these brutes invariably use the same equipment used by the "swashbuckler", simply with far less skill (aka, they are lower level characters).


So, in a nutshell, there you have it.
 

Dogbrain said:
Third, the general gaming public has certain "expectations", borne of ignorance and misinformation as to the "best" way to represent this sort of combat.

I won't disagree at all that the abstraction of combat in the d20 system can be considered to include all of these things.

It can be, it does.

I think the "expectations" part is the toughie, though. People who are specifically picking up a swashbuckling game have certain things that they want to do explicitly in their combats, and those things are only part of the abstraction in standard d20 combat.

One can argue that they should instead narrate their fights in a way that includes these maneuvers, but the fact is, most of them don't. They don't think of justifying the results given in the combat in terms of the maneuvers that they want to include.

In the same sense, how many people are including "I bash him with the pommel of my sword" as part of their d20 fights? Few, I think, unless they're specifically going for subdual damage, and yet the descriptions of medieval fighting I have read certainly include that as a maneuver.

If people are asking for a swashbuckling game, then perhaps the current d20 combat system is at the wrong level of abstraction for what they want?

(If they can find a copy, they're welcome to try Lace & Steel...)
 

Dogbrain said:
BTRC has an entry in that genre: Renegade Nuns on Wheels. It has rules for wimple-gliding.

Part of Macho Women With Guns, second edition, and also part of the Mongoose d20 version of MWWG.

In case you weren't getting enough top-heavy looks-good-in-armor parody fun.
 

Geez Dogbrain... that seemed like a Rant.

I simply think it would be neat to have a Cinematic Swashbuckling game. Note the "Cinematic". I left a group because they tried too hard to make D&D "Realistic". They started using Lifeblood rules from T20 which just added to the time it took to run a combat due to extra records keeping. In the end roleplaying is about fun so realism has to take a back seat. I think about the combat scenes in most of your swashbuckling movies and think it would be neat to have a game reflect that. The only one that I've found yet that even comes close is White Wolf's Combat book which replaces the normal Storyteller System combat rules. Different moves give you different bonuses and there are advantages to fighting with different styles. I just wish d20 could work something in like that because I don't even want to try to adapt all the monsters from the Monster Manuals over to the Storyteller System (if it could be done at all).
 

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