1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
—oOo—
En Garde! is one of the first five roleplaying games to be
published and it was the first to be published by Game Designer’s Workshop. It
was not the first historical roleplaying game—that likely would have been Boot
Hill from TSR, Inc., published like En Garde! in 1975—but subtitled, “Being in
the Main a Game of the Life and Times of a Gentleman Adventurer and his Several
Companions”, it was definitely the first
swashbuckling roleplaying game and the first to emphasis what a Player
Character was doing socially and what a Player Character’s social status and
standing was. Although it began life as a set of rules for handling duels, the
expanded rules provided the scope for roleplaying as gentlemen attended their
clubs and caroused and quaffed and gambled, spied pretty ladies and courted
them as potential mistresses, joined a regiment and went off on campaign to
fight either the Habsburgs, the Spanish, or the Protestants, aiming to win
prestige, promotion, and position, all the whilst attempting to maintain
sufficient monies to support themselves and their mistresses in the lifestyles
they have become accustomed and want to become accustomed to! There is always
the danger of death and penury, and insults flung, leading to a duel and its
consequences.
Yet, En Garde! has always been overlooked as a roleplaying game and may not
even be a roleplaying game in the traditional sense of even the Dungeons &
Dragons of 1974. There are good reasons for this. The game play is rarely one
of being sat round the table in the traditional sense because a player programs
the actions of his character a month in advance. There is none of the immediacy
of a traditional roleplaying game, no back and forth between the players and
their characters, or indeed between the players, their characters, and the Game
Master’s NPCs. Nor is there a real strong sense of place, since the Player
Characters move between locations automatically, whether between their club and
their barracks, between their mistress’ apartments and the duelling ground, and
between Paris and wherever the French army is in campaign. Consequently, En Garde! abstracts France rather giving it any sense of place or geography.
Consequently, the baton of the swashbuckling genre and the period
of Alexander Dumas’ The Three Musketeers would be taken up other roleplaying
games, most notably Flashing Blades from Fantasy Games Unlimited. Yet En Garde! has had a long life of its own parallel to the roleplaying hobby. This
is because its pre-programmed style of play lent itself very easily to what was
then Play by Mail, turns and results being sent and received through the mail,
and more recently Play by E-Mail. It thus found a home in fanzines devoted to
postal games such as Chess and Diplomacy.
The current owner of En Garde! began running postal games of En Garde!, and
convention games of it, before becoming the publisher.
To be fair, just because the game is played in a procedural
fashion, it does not mean that it is truly lacking roleplaying possibilities. En Garde! does have a definitive aim for every Player Characters and that is to
acquire better social standing and status—and keep it. That desire to better
oneself and maintain it drives a Player Character’s decisions and how he reacts
to the outcomes of those decisions and those of the other Player Characters,
and it is this space that En Garde! has scope for roleplaying? If a Player
Character discovers another man has been courting his mistress, what should he
do? If facing certain death on the field of battle, an act of poltroonery might
save him, but should the act be exposed, should the Player Character challenge
his accusers to a duel and protect his honour or confess and suffer the
consequences? As a King’s Musketeer, what insults should he be taunting members
of the Cardina’s guard with? Answering them spurs a roleplaying response in
character, even if only written down, and in being written, unlike in most
roleplaying games, you have a specific chronicle of the actions, reactions, and
responses of all of the Player Characters.
A Player Character in En Garde! is simply defined. He has
four stats, Strength, Expertise, Constitution, and Endurance. The first three
are rolled on three six-sided dice, whilst Endurance is determined by
multiplying Strength by Constitution. Strength is a Player Character’s ability
to inflict damage, Expertise his skill with a sword, Constitution his health,
and Endurance his ability to withstand punishment. His Social Level is
determined by rolling on tables for his
Birth, Sibling Rank, Father’s Position, and Father’s Title (if Noble). His
Military Ability, used when he is on campaign, is rolled a single six-sided
die.
Our sample Player Character, Cyrille Mageau, is of a very lowly origins, with
barely a Louis d’or to his name. His
lack of status means that his prospects are equally as low, but Cyril is
ambitious and not without potential. Given his very high Military Ability, his
best option is to enlist and prove himself on campaign. If he is successful
there, he may improve his fortunes in Paris.
Cyrille Mageau
Social Level: 1
Class: Commoner
Sibling Rank: Bastard
Father’s Position: Peasant
Strength 09 Expertise 13 Constitution 13 Endurance 117
Military Ability: 6
Initial Funds: 9 Allowance: 0 Inheritance: 0
Mechanically, En Garde! does not really offer much in the
way that looks like a roleplaying game. It starts by offering the mechanics out
of which the rest of the game grew. These are the duelling rules, with
participants programming manoeuvres such as Close, Cut, Slash, Lunge, Throw,
and more. This is written out in a sequence of letters as a routine, for
example, ‘-X-L-X-’ for a Lunge, ‘-CL-K-X-X-X-’ for Kick, ‘-P-(R)-’ for Parry
and possible Riposte, and so on, with the ‘X’ standing for Rest or Guard. These
sequences are then compared step-by-step and the results determined, with
duellist’s Strength, manoeuvre, and weapon type. The latter includes rapier,
dagger, foil, sabre, cutlass, and even two-handed sword! A duellist who has a
lower Swordsmanship—later called Expertise—will be slower against a duellist
who has a higher Swordsmanship, and this is represented by the player having to
be put in more ‘X’s. Duels are played out until one participant either
surrenders or is killed. Winners will gain Status Points and Social Levels in
general, depending upon the Status Points and Social Levels of the
participants.
The actual play structure is based on four weeks per month,
three months per season, and four seasons per year. A player will program his
character’s activities four weeks at a time. These could be to a club with a
friend, practice with a weapon, carouse at a bawdyhouse, and court a mistress.
A Player Character can also join clubs, gamble, take out loans, join a
regiment, and so on. The aim throughout is for the Player Character to maintain
his Social Level at the very least, but really the aim is to increase his
Social Level. To do this he needs to acquire Status Points. If at the end of a
month, the Player Character has acquired Status Points equal to his current
Social Level, he maintains it, but he acquires Status Points three times the
next Social Level, he can increase it. Just as a Player Character can rise in
Social Level, he can also fall, but he will also be seeking out actions that
will gain him Status Points. Being a member of a club, carousing, toadying to
someone of higher Social Level, successfully gambling, winning duels—especially
members of rival regiments, and belonging to a regiment. Actions such as losing
when gambling, losing duels, and not spending enough money to maintain his
Social Level will lose a Player Character Status Points and his Social Level.
Most of these actions will cost a Player Character money. Most Player Characters
have some income, but can gain more from gambling, taking out a loan, making
successful investments, receiving an inheritance, being in the military and
returning from a campaign with plunder. Conversely, loss of loss money and income
will lead to bankruptcy and a Player Character enlisting in a lowly frontier regiment
in the hope of restoring his name and fortune.
Once per year, members of a regiment will have to go on campaign for a complete
season. There is a chance of a Player Character being killed in battle, but he
could try to be heroic and make a name for himself, get mentioned in
dispatches, get promoted, and take some battlefield plunder. Being mentioned in
dispatches gains a Player Character national recognition and ongoing Status
Points. In the long term, a Player Character can apply for various positions in
both the military and the government. For example, being appointed regimental
adjutant, Army Quartermaster-General, or Inspector-General of the Infantry, or
Commissioner of Public Safety, Minster of War, or Minister Without Portfolio.
Titles can also be won. Once a Player Character achieves a high position, he
gains some Influence that can be used to help others.
Of course, En Garde! is a profoundly masculine game. As the
subtitle says, it is, “Being in the Main a Game of the Life and Times of a
Gentleman Adventurer and his Several Companions”. Women are not really
characters at all, merely dalliances there to prove a Player Character’s
masculinity and bolster his social standing. It is difficult to get around
this, since the role of women both at the time when En Garde! is set and in the
fiction it draws upon, is not as protagonists, but even as in some cases in
both, as antagonists.
En Garde! is not a roleplaying game that looks beyond
achieving high rank, position, or social status. So, there is a limit to how
much play potential there is beyond this. Certainly, in a typical group of
players, this would be the case. In a larger group, there is greater room for
maneuvering and jostling for status and rivalry with players being members of
rival regiments, competing for the same positions, even for the same
mistresses, and so on. This lends itself to play at a club if it has plenty of
members or simply playing with a more dispersed group of players by
mail—electronic or otherwise.
One way in which En Garde! is not a roleplaying game is in how little scope
there is for the players to roleplay and affect the world around the characters
through roleplaying. Perhaps through delivering an insult to a member of a
rival from another regiment? Further, players will find themselves playing at
odds with each other when they join rival regiments or compete for the same
mistress or position. In some ways, to get the most out of En Garde! it is best
for the players to play characters who are rivals and so it is adversarial to
one degree or another.
Physically, En Garde! is surprisingly well presented and written. Illustrated
with a mix of period pieces, the only real downside is that it starts talking
about duels rather than characters and what they do and who interact with each
other beyond duels. This organisation lends itself to the idea that the rest of
the rules grew out of wanting more to the game and more reasons to duel.
—oOo—
It appears that En Garde! was never reviewed in the roleplaying hobby press,
though it was covered by magazines and publications devoted to games. The
designer and publisher, Charles Vasey reviewed it in Games & Puzzles Issue
55 (December 1976) saying that GDW has, “…[P]icked a really splendid period for
the new duelling game.” He was critical though, saying, “Despite its
complexity, the system does not play as well as one might think. Often duels
end very swiftly.” and “It is complex and convoluted, and it feels like real
life. Players will soon find they have natural enemies and rivals who must be
crushed directly or by a hired blade. One must seek to be in the best set, but
beware bankruptcy or it’s the frontier regiment and disgrace until you pay off
your debts.”
Similarly, games designer Greg Costikyan reviewed En Garde! in ‘Games fen will
Play’ in Fantastic Science Fiction. Vol. 27, No. 10. (July 1980). He was very
positive, calling En Garde! “[T]he the first well-written set of role-playing
rules.... En Garde! was the first role-playing game by a major company and by
established designers; and, as one might expect, it set new standards for
role-playing rules — standards to which few subsequent games have risen.”
Perhaps the oddest vehicle for a review was The Playboy Winner’s Guide to Board
Games (Playboy Press, 1979). Author John Jackson said that, “There is a minimum
of player interaction; play is geared toward individual deeds rather than group
action.”, but that, “Although lacking neither color nor detail, the rules to En
Garde! are clear and comprehensible.” He concluded that, “If it lacks the scope
of true fantasy role-playing games, it’s not as time-consuming, either, and it
appears to be a pleasant diversion.”
En Garde! is not a roleplaying game per se. There is more of a simulation to
it, a means of modelling the life of an officer and gentlemen in the early
seventeenth century as he makes his way in life and attempt to better himself.
Yet like any simulation, the result of dice rolls on the roleplaying game’s
various tables sets up interesting, intriguing, and involving results that draw
you in and make you want to explore how to resolve them and how to respond to
them. This is where the roleplaying potential lies in En Garde!, even if it is
not written to support roleplaying and all but ignores it. Ultimately, it has
been shown again and again, in multiple games, all this is best handled and
roleplayed away from the table and at distance, whether by mail or email.
—oOo—
The current version of En Garde! is available here.
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