Moochava
01-20-2002, 12:49 PM
Ah, I'd might as well break in the new forums, so I've got a question for all of you: where are the good dueling systems? I have a bunch of fantasy games on my shelf, from D&D to MERP to Exalted to Castle Falkenstein, and you know what? The only dueling system that really makes me go nuts is my cheap, battered little copy of Swashbuckler!, an overpriced game mechanic pretending to be a complete game.
For those of you not familiar with Swashbuckler!, characters are defined by abilities like Slash, Riposte, and Feint; they declare their maneuvers simultaneously and check a Big Ass Chart to determine who (if anyone) gets a bonus on their attack roll. Then, on the next round, the types of maneuvers you can perform are limited by the maneuver you performed the previous round. It makes for wild, chaotic, freewheeling, hideously fun duels.
It's not perfect, of course. It's completely unrealistic--you start off with very few abilities, while out here in the real world any idiot can pick up a sword and Slash or Jab, and an hour's training will allow you to perform almost any maneuver. Further, the book itself is just badly written--I have yet to figure out what some maneuvers *do*, and there's just a general haziness about everything except standing face to face and duking it out with rapiers.
So, Swashbuckler! has its very minor problems, but all the other duel systems range from barely adequate to horrific. Falkenstein is cool, but your maneuvers are rather limited, and the system is only for one-on-one duels. D&D works best one step up in abstraction, with squad-level tactical combat, and doing anything interesting in D&D usually draws an attack of opportunity or requires feats, so flashy duels aren't very easy to pull off. 7th Sea is *scoff* *chuckle* *choke* just no good.
So here's my request: make dueling systems! In my vast hubris, I order, for my own amusement, that people here come up with dueling systems that don't suck for games. Honest-to-goodness, lots of rules that actually make sense, Gamist galore dueling systems. Someone drag Brian Gleichman back here and put him to work making a gritty, gruesomely realistic medieval dueling system. Someone else find Jared Sorensen, kick him off the Narratavist bandwagon, and tell him to make a cool swashbuckling game that's actually fun to play because the rules are cool, not the themes. Tell Mithras to add a good dueling system to Zenobia, which is the best bronze age fantasy game ever. Go out and make, make, make! And for God's sake, don't tell me about games that you like--I've already read them, probably already played them. Yes, even "S."
Now, if you'll excuse me, it's time for my third attempt to force Swashbuckler! rules around the D20 rules for lightsabre duels in Star Wars.
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Kyle Marquis
For those of you not familiar with Swashbuckler!, characters are defined by abilities like Slash, Riposte, and Feint; they declare their maneuvers simultaneously and check a Big Ass Chart to determine who (if anyone) gets a bonus on their attack roll. Then, on the next round, the types of maneuvers you can perform are limited by the maneuver you performed the previous round. It makes for wild, chaotic, freewheeling, hideously fun duels.
It's not perfect, of course. It's completely unrealistic--you start off with very few abilities, while out here in the real world any idiot can pick up a sword and Slash or Jab, and an hour's training will allow you to perform almost any maneuver. Further, the book itself is just badly written--I have yet to figure out what some maneuvers *do*, and there's just a general haziness about everything except standing face to face and duking it out with rapiers.
So, Swashbuckler! has its very minor problems, but all the other duel systems range from barely adequate to horrific. Falkenstein is cool, but your maneuvers are rather limited, and the system is only for one-on-one duels. D&D works best one step up in abstraction, with squad-level tactical combat, and doing anything interesting in D&D usually draws an attack of opportunity or requires feats, so flashy duels aren't very easy to pull off. 7th Sea is *scoff* *chuckle* *choke* just no good.
So here's my request: make dueling systems! In my vast hubris, I order, for my own amusement, that people here come up with dueling systems that don't suck for games. Honest-to-goodness, lots of rules that actually make sense, Gamist galore dueling systems. Someone drag Brian Gleichman back here and put him to work making a gritty, gruesomely realistic medieval dueling system. Someone else find Jared Sorensen, kick him off the Narratavist bandwagon, and tell him to make a cool swashbuckling game that's actually fun to play because the rules are cool, not the themes. Tell Mithras to add a good dueling system to Zenobia, which is the best bronze age fantasy game ever. Go out and make, make, make! And for God's sake, don't tell me about games that you like--I've already read them, probably already played them. Yes, even "S."
Now, if you'll excuse me, it's time for my third attempt to force Swashbuckler! rules around the D20 rules for lightsabre duels in Star Wars.
-----
Kyle Marquis