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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

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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