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"What makes a Swashbuckling combat system different?" Topic


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224 hits since 28 Jun 2025
©1994-2025 Bill Armintrout
Comments or corrections?

Personal logo Parzival Supporting Member of TMP28 Jun 2025 12:08 p.m. PST

Since the OFM's original question about rules for dueling, and having seen swashbuckling games recommended, and then puttering around with the idea on my own, my question is what makes combat "swashbuckling" as compared to just "regular" melee?

Using rapiers?
Lots of parrying?
No armor?
Acrobatics and wild stunts?
Cutting wit?
Drinking while fighting?
Eating while fighting?
Wooing while fighting?
Being able to take on multiple foes at once?
Fancy hats?

What mechanics are you looking for, or what would you expect the mechanics to highlight to give you the elements you expect for that swashbuckling feel?

robert piepenbrink Supporting Member of TMP28 Jun 2025 12:27 p.m. PST

Hmph. From a melee perspective, I'd expect swashbuckling to give you attack and defense choices, rather than just "Joe rolls to hit: Sam rolls to block" and specific damage rather than a loss of hit points. But any duelling system would do those things. Certainly you should be able to swing from a chandelier and fight while standing on a table. It's not as though you're fighting in a duelling gallery.

But I'd say the essence of swashbuckling has less to do with melee mechanics than with the importance of style, which covers pretty much your whole list from cutting wit to fancy hats. And see what you've done! I got three classical history books and a murder mystery in the mail today, and now I'm going to have to spend the evening researching Mistress Wilding and The Black Swan. Always remember:

"To a pirate, he might have been a swordsman, but to a swordsman, he was just a pirate."

Here's to you, Topgallant Charlie!

Dexter Ward28 Jun 2025 1:43 p.m. PST

Ability to choose types of attacks and parries. The Osprey 'En Garde' rules are a good example

Personal logo John the OFM Supporting Member of TMP28 Jun 2025 2:19 p.m. PST

Sneering.
Slicing a candle without disturbing it.
Clinches while insulting each other.

The best swordsman teaches all the combatants, played for his national team in the Olympics, while in the army, and naturally loses, because in the script he is the Bad Guy.

So, I'm suggesting an RPG on top of a straight fencing game.

The Last Conformist28 Jun 2025 2:58 p.m. PST

It's a swashbuckling system if swinging from chandeliers is beneficial.

Fitzovich Supporting Member of TMP29 Jun 2025 2:20 a.m. PST

After years of looking around I found what I believe to be the perfect Swashbuckling system in ….And One for All by Eureka Miniatures. Enough structure to keep it organized, enough built in chaos to make for a great skirmish game and not micro managed by the game designer to give the players freedom to be as creative as they wish to get into the spirit of the setting…swashbuckling as seen in the movies. Being FREE is a nice side benefit but I would happily pay for this set of great rules.

Nic Robson29 Jun 2025 3:42 a.m. PST

Thank you Fitzovich

Andrew Walters29 Jun 2025 8:46 a.m. PST

Robert Piepenbrink got half of it and The Last Conformist touched on the other half.

Flavorful attacks. That means more choices than just rolling to hit. Take more risk for a better hit, etc. And more results than just hit-or-miss, crits and fumbles.

Interacting with terrain: throw a mug, yank a carpet, roll a barrel. Is the table just an obstacle or can you jump on it?

And of course, fast and surprising. Not slow and calculated.

Flavorful attacks and interacting with terrain, that's swashbuckling.

Personal logo Aurochs Supporting Member of TMP30 Jun 2025 8:45 a.m. PST

And a beautiful maiden watching.

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