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A
Rich and Courtly Vintage
Being a review of the Swashbucklers Handbook
The
Swashbucklers Handbook.
Written by Phil Masters and Phil Brucato with Rebecca Moss.
A Sourcebook for Mage: the Sorcerer's Crusade
White Wolf Publication WW4808
ISBN 1-56504-470-3
SRP £10.99
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Although
this sourcebook is billed as an accessory for Mage: the Sorcerer's
Crusade, from White Wolf, it lends itself to use with
any system or campaign set in the Age of Reason. (That period
just after the cold, dark pestilence of the Middle Ages as Europe
crawls into the warm light of a new age). It provides a wealth
of information for Games Masters and Players who may not be familiar
with this genre of roleplaying. Well written, well laid out and
adequately illustrated, there is enough to satisfy even the most
jaded of Gamers within its 128 pages. Unlike a great many source
books before it, the Swashbucklers Handbook is not filled
with rules and regulations, tables and charts, magic items and
monsters. It is filled with inspiration! It is written
to be enjoyed, as a good book, and to impart a good deal of knowledge
too. There is an emphasis on atmosphere, on the feel of the game,
on storytelling as a skill that brings Roleplaying to life. This
book weaves a rich and varied tapestry, and is a must have for
anyone with a keen interest in this flamboyant era. Ideas are
illustrated in story form, and we follow the adventures of several
extravagant characters through the book. Indeed, the opening prose,
'Caesario Dances', sets the tone for the whole book. Shakespeare?
maybe not, but witty, imaginative and well written none the less.
The
book is split into four main sections dealing with important aspects
of Renaissance Gaming. Section one, the Age of Masks, provides
a rich history lesson on the period forever banishing the notion
that it is a 'poofy-sleeved extension of the Middle Ages'! It
delves into the political and social changes from the medieval
world and the different European cultures that are arising. We
then move to a social history where the various posts and professions
are explained and explored in the context of an RPG. It looks
into the rise of the Noble Houses, the City States and, of course,
the advent of the princely court, where what you wear is more
important than what you do! A quick look at Magic, Religion, crime
and punishment rounds off the history lesson. Providing this depth
of background makes it easier to play in a Renaissance game and
prepares us for section two, Masters of the Dance.
Here
we are introduced to the people most fun to play in a swashbuckling
game. It provides details of their motives, reasons and rules
with rich background for players and Storytellers alike. It provides
highly detailed descriptions of Guilds, Secret Societies and Special
Orders along with their integration to society and with the emphasis
on using them to get the best from your games. Added to that,
there is a comprehensive list of characters from the Age ready
for use as NPCs in your games, or as models for your own characters,
complete with descriptions, personal agendas and tips for great
roleplaying.
Thirdly,
and most system specific of all, we are introduced to Hearts and
Blades, a section dealing with the magical Ars Cupiditae. In effect,
rules for players of Mage: the Sorcerer's Crusade. However, even
this section is brim full of useful backgrounds, clever ideas
and interesting points. It would be a simple task to convert the
ideas within to any system of your choosing, and all of it is
done with style and panache.
Honeyed
Words and Bitter Poison is the fourth and last main section, and
one of the most useful. It examines what makes a swashbuckling
adventure truly flamboyant. It provides an insight into running
an extended campaign or just a few short adventures, with plenty
of ideas, plot lines and starting points. It draws on history,
fiction, film and fantasy with short synopses of classic swashbuckling
situations. What makes them work? How can you capture the energy
and excitement? It is also an inspiration to a jaded GM who just
doesn't know where to go next. It provides ideas to pep up your
games with new directions, words of encouragement and loads of
atmospheric situations to spring on your newly enthused players!
As
if that's not enough, an appendix provides us with new skills
suited to a flamboyant campaign, from special combat maneuvers
(Zorro's famous Z cut) to wonderful theatrical moves (Robin Hoods
Chandelier swinging escapades). Again these are system specific,
but they are detailed so well that they can easily be slipped
into just about any other system with no problem at all.
It's
not often that I've seen a book written with such enthusiasm and
love of the subject. The two Phils have pulled it off with great
effect! The Swashbucklers Handbook is a worthy addition to any
gamer's collection and come highly recommended.
9/10
(better cover art would have gotten it a 10!)
Andy
Warner
August 2000
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