Saturday, 24 December 2022

[Fanzine Focus XXX] Swordpoint: A Swashbuckling Roleplaying Zine

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. And then there is Swordpoint: A Swashbuckling Roleplaying Zine.

Swordpoint: A Swashbuckling Roleplaying Zine is not really a fanzine, at least in the traditional sense. This is despite having the word ‘zine’ in the title. Published by Gallant Knight Games, this is a roleplaying game of swashbuckling action inspired by The Three Musketeers and Captain Alatriste as well as roleplaying games such as En Garde and Flashing Blades, all set in the Paris of the seventeenth century. Published as part of ZineQuest #3 it highlights how the fanzine and ZineQuest itself is moving from showcasing a particular game or author’s campaign—typically from the Old School Renaissance—to becoming a format for standalone mini-roleplaying games. Also, its odd format—five-by-eight inches, flipbook sized, and in landscape format, also marks it out as not being a fanzine in the very traditional sense.

Published following a successful Kickstarter campaign, Swordpoint uses a percentile system, being based on Mongoose Publishing’s Legend OGL. Players take the roles of Heroes who swashbuckle, race across rooftops, duel for honour, save the day, protect the innocent, defeat villains, and defeat villains again because they can never truly die. Games can involve military engagements, espionage, diplomacy, courtly intrigue, and both love and passion. There are rules for creating characters, action resolution, Style Points, combat, duels, grudges and revenge, spells and spellcasting, and of course, passion. These are all explained in a fairly succinct fashion, and whilst Swordpoint is not quite the bare bones of a roleplaying game, it is not far off from being so.

A Player Character has seven characteristics rated between three and eighteen—Strength, Constitution, Courage, Intelligence, Power, Dexterity, and Appeal. He has several Style Points, an Education rating for his general knowledge, and Rank. The latter represents his Social Status, derived from his social standing, position within an organisation, nobility, and wealth. Both Education and Social Status are percentile values. Rank can be increased for notable deeds, publicising those deeds, earning wealth, and so on. Rank can also be lost through misdeeds, and so on. A Player Character or NPC with a higher Rank will gain a bonus to social skills and situations. In addition, Player Character will have various skills—quite broad, and some possessions.

To create a character, a player rolls dice—typically three six-sided dice for most, but two six-sided dice to which six is added for Intelligence and Courage—to create the characteristics, or he can assign values from an array. Starting Rank is based on Power, but can be more if the character is of noble birth, determined by rolling on the appropriate table. Skill base values are derived from the characteristics and the player then assigns some bonuses, the largest being assigned to the character’s professional skill. He also has five items of equipment, which cannot include medium or large shields or armour, or shotguns, as they not suited to the genre. That said, stats for them are included should the Game Master want them in her game.

NAME: Campion Babin
CHARACTERISTICS
Strength 06 Constitution 06 Courage 17 Intelligence 15 Power 09 Dexterity 10 Appeal 12

ATTRIBUTES
Damage Modifier: -1d4
Hit Points: 23
Style Points: 5
Education: 75%
Rank: Gentlefolk

SKILLS
Athletics 26%, Craft (Specialty) 21%, Dodge 29%, Endure 33%, First Aid 35%, Lore (Religion) 70%, Melee 31%, Perception 44%, Persuasion 51%, Ride 39%, Shooting 25%, Stealth 25%, Thievery 19%

EQUIPMENT
Bible, sword, rosary beads, quill & ink

Mechanically, Swordpoint uses the percentile system of Mongoose Publishing’s Legend OGL. When a player wants his character to undertake an action, his player rolls the percentile dice and if the result is less or equal to the skill, then the character succeeds. Modifiers range between ten and forty, whether penalty or bonus, and in opposed rolls, it is the roll that succeeds and rolls highest which wins in that situation. Characteristic tests are rolled on a twenty-sided die.

Combat is not that much more complex than this. The rules cover initiative (players roll only, and go first if successful), attacking, dodging, insulting or taunting an opponent, two-weapon fighting, and so on. Successfully insulting or taunting an opponent will lose them a Style Point or Villain Point and is a nice genre touch. A character is only wounded when his Hit Points are reduced to zero, but further damage renders him first Helpless and then dead. Swordpoint being a swashbuckling game includes rules for duels, used by Heroes to settle matters of honour and resolve perceived slights and insults, whilst Villains use them as a means isolate and remove Heroes as threats to their Villainous plans. Heroes tend to duel to first blood, whilst Villains to the death. A successful Perception test allows the duellists to assess each other, learning things such as skill ratings, preferred weapons, Hit Points, Style or Villain Points, and so on.

In addition to loss of Hit Points, a Player Character can suffer a Condition. Being Wounded is a Condition, but a Player Character can also be Afraid, Confused, Exhausted, Heart-Broken, and so on. They have mechanical effect, but are primarily earned through the narrative of game play. In addition, Player Characters have Style Points, whilst the Game Master has Villain Points. Style Points can be spent to gain several benefits. These include ‘Catch Your Breath’ to regain some Hit Points, ‘Grit Your Teeth’ to reduce incoming damage, ‘Make Them Bleed’ to double the damage of an attack, ‘Redouble Your Efforts’ to reroll a test, and ‘Press Your Advantage’ to gain an extra action at the end of a round. Style Points are recovered at a rate of one per day, but a player can have his character fail a test in dramatic fashion, insult a foe in combat, accept a duel, and decide to accept a condition all to recover Style Points immediately.

Setting rules cover clubs and organisations, gambling, grudges and revenge. Having a Grudge against someone grants a slight bonus when acting against the target of the Grudge and can be settled quickly, whilst Revenge is a more determined, long-term attempt to do damage to a person and their situation. It requires Game Master approval, and enables the potential recovery of Style points when enacting said revenge. For the Game Master there are stats for various NPCs, from guards to Dangerous Villains, but oddly no feme fatale type character such as Milady de Winter. Swordpoint also includes rules for spellcasting and sorcery, plus a handful of skills, which would work in a more fantastical version of the genre. Rounding out Swordpoint are rules for Passion (and romance), which can be initiated between Player Character and Player Character or Player Character and NPC by the player or Game Master saying, “Passion, if you please.” The recipient does not have to consent, but a couple of tables follow which are rolled on to shape the romance itself. This covers the spark between them, the obstacle, and the possible fate of the relationship. When roleplayed, this all adds to the feel and genre of the game.

Swordpoint does not come with any setting. To be fair, it does not need to. This a swashbuckling film style of a roleplaying game and there are plenty of those for the Game Master to draw upon for inspiration, let alone the various works of fiction that she draw from.

Physically, Swordpoint is clearly and tidily laid out. It is well written and easy to grasp. It is very lightly illustrated. Given its length and format, Swordpoint is unsurprisingly sparse in feel and nature, and there are a lot of elements that the Game Master will need to develop, especially in terms of setting. Swordpoint: A Swashbuckling Roleplaying Zine is bare bones, but those bones are sturdy enough to provide everything, at least mechanically, that a gaming group will need to run a mini-campaign of swashbuckling action and romance.

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