Backswords & Bucklers Backswords & Bucklers

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Backswords & Bucklers Backswords & Bucklers Adventuring in Gloriana’s Britain Backswords & Bucklers Book One: Basic Rules Elizabeth Regina Gloriana Tobias Farquahersen & James Blome, Basterds for Hiyer, stood before a crumbling house in a dark London street. Their sodden cloaks clung to them as rain hammered down upon them, pooling amongst the thick layers of muck beneath their booted feet. Nearby, a leprous beggar moaned softly from beneath a pile of rags, his bowl more full of foetid rainwater than coinage. Drunks staggered home from the tavern not two doors away, and the bawdy sounds of carousing and pipe-music echoed up to them. James loosened his backsword from its sheath and nodded to Tobias. “This is it, then?” he said regarding the decaying wattle and daub walls with distaste. His blonde curls were plastered to his face, elaborate moustachios drooping over his mouth. He wiped water from his brow with the back of a gloved hand. Tobias shrugged, peering out from beneath the brim of a large and exceedingly damp hat. The once bright plumage of a peacock feather hung limply to the side. He tugged at his goatee. “I believe so, yes.” “Lovely place he has. I suppose we should knock,” he sighed, stepping forward. As his fist connected with the rotting wood, the door creaked inward. A dim hallway beckoned them in. Exchanging perturbed glances, the Basterds for Hiyer stepped out of the driving rain and into the gloom. Backswords & Bucklers Adventuring in Gloriana’s Britain Book One: Basic Rules By Christopher Cale With assistance from Benjamin Dale & Daniel Officer Fiction by Benjamin Dale A Fantasy Elizabethan role-playing game based on the Swords & Wizardy: Whitebox rules. Swords & Wizardry By Matt Finch Published by Mythmere GamesTM Swords & Wizardry, S & W and Mythmere GamesTM are the trademarks of Mattew J Finch. These rules are produced independantly - I am not affiliated with Matthew J Finch or Mythmere GamesTM A Tied To A Kite game http://tiedtoakite.com Contents Table of Contents........................................................... 1 Introduction.................................................................... 2 Notes on Historical Accuracy and Gender Equality....... 3 Getting Started............................................................... 4 Character Classes......................................................... 8 Equipment & Money....................................................... 18 Playing the Game.......................................................... 25 Information for the Referee............................................ 32 Tavern Trawling.............................................................. 36 A Sample Tavern............................................................ 39 A Sample Job................................................................. 42 Future Publications........................................................ 43 Recommended Reading................................................ 44 License.......................................................................... 45 Character Sheets........................................................... 46 1 An Introduction This game is based on the rules of Swords & Wizardry: Whitebox, and includes new rules and a very minimum of background detail with which to run games with a Fantasy Elizabethan flavour. This booklet includes the basic rules for this kind of campaign, and will be followed by a number of supplemental booklets adding more detail and further campaign options. It is not a complete guide to Elizabethan life. Just as other games provide a framework for Medieval based fantasy games, this game provides a framework for Renaissance (and more specifically Elizabethan) based fantasy. Some further background reading may be desired, an excellent site is linked to at the end of this book. It is not required however, you are free to decide upon or design your own background and tone. It should be noted that the supplements are not necessary for enjoyable play, with some imagination you should be able to get many, many hours of good gaming from this one book. Like the system it is based upon, this game is very firmly of the Old School type, despite its new approaches. The rules are intentionally lightweight in comparison to many of the somewhat oversized tomes common today, yet they still provide an excellent framework for continuous campaign play. There is little in the way of mechanical character customisation, as games of this sort do not rely on endless lists of powers or skills. You make your character individual through your roleplaying and your actions, not through picking from a menu of rules. This approach makes both Swords & Wizardry and Backswords & Bucklers an excellent tool for a referee. There is little flicking back and forth between vast rule- books mid-play, and rules alterations and new creations may be made and implemented with ease. In Backswords & Bucklers in particular, whilst forward planning is encouraged; an excellent evenings gaming session may be effectively made up on the fly by a referee with little time for preparation simply by rolling on some supplied tables for inspiration and working from there. The key components of the Backswords & Bucklers basic game in comparison to Swords & Wizardry: Whitebox are a combat system modified to better represent Elizabethan combat, the new Scoundrel and Wise Women classes, appropriate money and price lists, and a focus on town based adventures. Dungeon Delving has been replaced with Tavern Trawling. 2 Notes on Historical Accuracy & Gender Equality This booklet provides only a bare minimum of historical detail. There are plenty of sources available to look through for information about the period, and any attempt to provide serious detail here can be merely superficial. It is not expected for the players and referee’s to be experts on the Elizabethan period. The game is primarily a Fantasy, so as long as the flavour of the period is there precise detail can be brought in only when necessary. And it is up to the referee as to how factually accurate and how fantastic they want to run their games. Besides, fantasy has always been an excellent excuse for ignorance. Despite there being a female monarch, women did not have the same freedoms as they do today. Centuries of tradition still decreed that women of gentle birth spent most of their time on embroidery and music. Luckily this particular volume concentrates more on the lower strata of society. At this level, strong female characters have a great deal more latitude. There are many tales of female gladiators of the time for example. Besides which, it is up to the Referee to decide how far female emancipation has progressed in their campaign. Too much on the higher levels of society however will detract too much from Queen Elizabeth I own extraordinary character. At any rate, any instances in this booklet referring to men should also be taken to refer to women. 3 Getting Started BACKSWORDS & BUCKLERS requires two kinds of participants: (1) The Referee and (2) the Player. For Players, the first step in playing the game is to create a Player Character (PC). This is a simple matter of rolling some dice to determine your character's strength and other basic attributes, picking a character class, and choosing in-game equipment. If you're the Referee, however, you've got a bit more preparation to do. Rule Number One The most important rule in BACKSWORDS & BUCKLERS is that the Referee always has the right to modify the rules. In fact, it's encouraged! This is your game, after all. There are gaps in the rules - holes left open on purpose - because much of the fun of “old school” gaming is being able to make up rules as needed. Dice BACKSWORDS & BUCKLERS uses several different types of dice, and they are abbreviated herein according to the number of sides they have. For example, a four-sided die is noted as “d4.” If this text requires a player to roll “3d4” that means to roll three (3) four-sided dice and add the results together. Other die types (six-sided, eight-sided, ten-sided, twelve-sided, and twenty-sided) follow in the same manner. However, there is no die with 100 sides. When asked to roll d100, instead roll two (2) ten-sided dice, treating the first roll as the “tens” and the second as the “ones.” So, if one were to roll a “7” and then a “3”, the result would be “73.” Please note that rolling two zeroes is treated as “100.” Character Sheets A character sheet is a piece of paper designed to organize and contain any and all necessary PC information, for the benefit of both the Referee and Player. Sample character sheets may be found at the back of this booklet, and may be photocopied for use, or a simple 3” by 5” index card could be used. Attribute Scores The basic abilities are numbers which represent the Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma of a character. The standard way to create attribute scores is to roll 3d6 for each attribute in the previously mentioned order. Once those rolls have been made, it is often obvious which type of character best fits the abilities - though the player always has the option to play any class desired. 4 Universal Attribute Bonus Each attribute has the potential to modify what you can do. These rules encourage the use of the following table for the use of all abilities. Referees will have to decide how and when these bonuses apply and should feel free to tinker with the values if desired. (If the Referee decides to even use them at all!) For example, some prefer the “average” range
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