Miseries & Misfortunes is a roleplaying game set in seventeenth century France designed and published following a successful Kickstarter campaign by Luke Crane, best known for the fantasy roleplaying game, Burning Wheel. Notably, it is based on the mechanics of Basic Dungeons & Dragons. Originally, Miseries & Misfortunes appeared as a fanzine in 2015, but its second edition has since been developed to add new systems for skills, combat, magic, and more. However, the underlying philosophy of Miseries & Misfortunes still leans back into the play style of Basic Dungeons & Dragons. For example, the differing mechanics of rolling low for skill checks, but high for combat rolls and saving throws. Plus, the Player Characters exist in an uncaring world where bad luck, misfortune, and even death will befall them and there will be no one left to commiserate or mourn except the other characters and their players. Further, Miseries & Misfortunes is not a cinematic swashbuckling game of musketeers versus the Cardinal’s guards. It is grimmer and grimier than that, and the Player Characters can come from all walks of life. That said, it is set in the similar period as Alexandre Dumas’ Three Musketeers and Twenty Years After, so will be familiar to many players. The other major inspiration for Miseries & Misfortunes is Les Misères et les Malheurs de la Guerre, a set of eighteen etchings by French artist Jacques Callot that grimly depict the nature of the conflict in the early years of the Thirty Years War.
Miseries & Misfortunes – Book 1: Roleplaying in 1648 France is the first of the roleplaying game’s two core rulebooks. It presents the core rules and background, as well as explaining elements of the Player Character, whilst Miseries & Misfortunes – Book 2: Les Fruits Malheureux provides the means to actually create Player Characters. Further rulebooks and supplements add expanded rules, magic, science, and divinity, provide a detailed scenario and setting, and describe Paris in this period. A Player Character in Miseries & Misfortunes has six governing abilities—Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. These range in value between three and eighteen, but can go lower. Each provides a bonus to the roleplaying game’s eight skills, but for situations where pure Strength or Intelligence is required, a roll equal to, or less than the value will succeed. The eight core skills are Break, Improvise, Listen, Parley, Sang Froid, Search, Sneak, and Traverse. Of these Sang Froid, or ‘cold blood’, is the strong will and steeliness needed to commit acts of violence. Each skill is represented by a die type and rating, for example, ‘3/6’, meaning that the Player Character must roll three or less on a six-sided die to succeed. If a skill is raised to ‘5/6’ and then raised again, its die type increases to ‘7/8’, meaning that the Player Character must roll seven or less on an eight-sided die to succeed. The maximum a Player Character can have in a skill is ‘19/20’. The rating of a skill can be raised during character generation, following the Life Paths presented in Miseries & Misfortunes – Book 2: Les Fruits Malheureux, and temporarily during play with bonuses for situation and the Player Character’s actions. A skill rating reduced to zero is ‘Unmoored’ and rolled on ‘1/10’.
A Player Character has four saves—Artillery, Chance, Poison & Plague, and Terror. These are set at sixteen. They can be lowered as a result of events in a Player Character’s Life Path. Similarly, his values for Defence—based on Strength, and Dodge—based on Dexterity, are also modified by a Player Character’s Life Path. Hit Points and Will—lost either in a duel of wits, from losing a fight, from encountering the supernatural, or being attacked in the press—are also determined by a Player Character’s Life Path. A Player Character has three Mentalités, Nationality, Politics, and Religion, which are also treated like skills. In the core rules for Miseries & Misfortunes, Nationality will be French, but Politics can be Royalist, Froundeur, Noblist, Hapsburg, or Cardinalist, whilst Religion can be Catholic, Lutheran, Huguenot, or Jewish. All of which will set up rivalries and influence interaction as play progresses. Lastly, a Player Character will have Precedence, which will depend upon which of the three estates he belongs to and his station within that estate. This is the equivalent of his social status and will play a role in interactions with NPCs and in duels of wit.
In addition to Precedence, a Player Character’s wealth or Fortune, will play an important role in his life. A Player Character can own property and have an income, and ideally it will support his lifestyle. It may also need to support the lifestyle of dependents, which can be some of the obligations that the Player Character must fulfil, at least financially. A Player Character will need to manage his assets and there are guidelines for living beyond your means, gifts, loans, charity, debt, and bankruptcy. All of which, along with Precedence can influence a Player Character’s Reputation. This is measured by quality of birth, station, military rank, wealth, deeds—acknowledged and unacknowledged, and can see the Player Character gain Entrée into high society and more. However, Reputation needs to be maintained, and again that requires wealth and income.
Combat in Miseries & Misfortunes takes two forms. ‘Duel of Wits’ covers pointed social interaction—insults, threats, accusations, bribes, seductions, and more. Much like physical combat, it takes account of range, which can be an intimate space, at speaking distance, shouting distance, and the press. Types of social interaction are treated as weapons in a ‘Duel of Wits’, for example, Accuse, Beg pardon, Poison, Implore, Shame, and more. The difficulty of each varies according to target distance, so that, for example, Confession is more likely to succeed at intimate and speaking distances, and less so when shouting in in the press. A successful social attack both inflicts damage to the target’s Will and if the target’s Will is reduced to zero, triggers a victory condition. In the case of Confession, the target believes the confession and will either consider the confessor brave for revealing the truth or scandalised by its content! Otherwise, social manoeuvres will be exchanged until the Will of one side is reduced to zero and the victory condition triggered.
The other form of combat in Miseries & Misfortunes is physical. It covers skirmishes, ambushes, morale, barricades, and more. The scale here is not just the personal, but all the way up to small scale battles, including artillery barrages and musket fusillades. One of the omissions here is dedicated rules for duelling, doing what the ‘Duel of Wits’ did for social interaction, but for sword and pistol exchanges. This is problematic if the potential player comes to Miseries & Misfortunes for the swashbuckling, musketeering, cinematic action that its genre and setting suggest. He will be disappointed, but Miseries & Misfortunes is not that style of roleplaying game and there are plenty of other options if that is what he wants.
One of the most interesting mechanics in Miseries & Misfortunes is ‘Mortal Coil’. This is its equivalent of a luck mechanic, but it is a decidedly grim and brutal one. In play, a Player Character can exert himself to reroll skills, combat rolls, saves, ability tests, and even force an opposing Player Character’s player to reroll. However, this literally reduces his ‘Mortal Coil’. Every Player Character in Miseries & Misfortunes has a base allotment of years, determined by the quality of his birth. It is rolled for by the Game Master and kept secret. This is the number of years which the Player Character will live barring unfortunate circumstances such as adventuring and seeking a fortune. The number of points a Player Character has with which to exert himself is equal to his maximum age minus his current age. Thus, every time he exerts himself, he reduces his lifespan by one year, and because the player does not know how long his character will live, this is incredibly harsh. It does not mean that the Player Character simply drops dead on the spot, but that he more likely to suffer ill effects from his efforts as he grows weary. This might be to fall down dead, but it might also see the Player Character addled in the brain and suffer a loss of Intelligence and need to spend two seasons resting or driven to drown his sorrows in drink for a season, potentially suffering a Constitution loss. These are rolled for on the Mortal Coil table, which is also rolled on should a Player Character be reduced to zero Hit Points. The roll on the Mortal Table is modified by the number of times a Player Character has exerted himself, by the Player Characters’ Virtues and Flaws, and by the group motif—that which serves as a bond between them. It is also possible to increase a Player Character’s Mortal Coil by completing life paths.
Old School Renaissance roleplaying games in general do not have a luck or fortune mechanic. The fact that Miseries & Misfortunes does, moves it away from being a straightforward Old School Renaissance retroclone. Yet the harsh nature of the Mortal Coil mechanic ameliorates that to some extent, giving the player a choice between the consequences of a failed roll versus giving up a year of his life each time. It is a nasty little Hobson’s Choice of a mechanic that gives a player something that the average Old School Renaissance retroclone does not—a decision as to the consequences suffered.
Physically, Miseries & Misfortunes – Book 1: Roleplaying in 1648 France is well presented and written. It is illustrated with a period artwork and etchings which helps impart its historical setting. If it is missing anything, it is an index, but at just over a hundred pages, this is not too much of an issue.
Miseries & Misfortunes – Book 1: Roleplaying in 1648 France has its origins in an Old School Renaissance-style supplement, the original Miseries & Misfortunes fanzine, but its combination of skill system, use of life paths and detailed characters and backgrounds, a luck mechanic, and mechanics for social interaction are modern design choices—no surprise given that the designer also created Burning Wheel—rather than those necessarily of the Old School Renaissance. However, its tone and sensibilities in terms of the fragility of the Player Characters and their place in a harsh, uncaring world do lean back into the Old School Renaissance. The resulting combination is brutal and grim, all played out against an interesting historical setting that is supported by the detailed mechanics presented in Miseries & Misfortunes – Book 1: Roleplaying in 1648 France.
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