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A pirating we go! |
My latest read is the second 'season' for
Broken Compass,
Jolly Roger, which is a supplement that explores the golden age of piracy in the Caribbean. The format is pretty much identical to
Golden Age, which
I covered earlier this month. I'll try and keep this overview top level.
Jolly Roger is a 224-page digest-sized hardcover full colour supplement, once again done in the style of a journal and with a bookmark ribbon. The cover shows a pretty spectacular confrontation at sea between two ships. A pirate ship with black sails with a Jolly Roger emblazoned at the front and a red pennant flying at height bears down on another vessel which is broadside on to it. Our perspective is from the deck of the ship that is broadside on. We see a figure at the side of the ship, dressed in a red coat and hat, holding to the rigging as they watch the pirate vessel. Beside them are two cannons, but no crews. The deck is tilted and there is sea spray, and the pirate vessel looks in motion. There's an ambiguity to whether the protagonist is the victim or the attacker. Once again, all the gorgeous art through this book is by Daniella Giubellini, and the writing team remain the same.
This manual is more what you'd call guidelines than actual rules
The book opens with a health warning that this isn't a history book, but rather an attempt to capture the golden age of piracy as seen in films, books and video games. It's more in the Jack Sparrow space than exploring murder, thievery and the history of the Caribbean in the 1700s (1716 to 1726 to be more precise). However, the book doesn't shy away from the realities of the slave trade.
The book describes Captain Emanuel Wynn's creation of the Jolly Roger, the start of three decades of pirate activity, before moving into game rules. The Fortune Master is pointed at Golden Age as a reference if elements of the supernatural are to be introduced.
The character creation guidance opens with a new set of potential motivations for having gone to sea, and suggests that the 'workplace' selection moves from a country to using organisations. There's a short discussion of women on board ship which references Mary Read and Ann Bonny, but observes that in historical reality there were very few who chose this path. However, it then says to ignore that do and do what pleases you most, which I think most gaming groups would have done anyway if playing this game.
Six new tags are introduced:
- Pirate
- Merchant
- Sailor
- Old Salt
- Person of Faith
- Scum
These are accompanied by nine new expertises. It's recommended that if you use a tag from the
core rules that you swap out any inappropriate expertises using either those in this book or alternatives in the Adventure Journal. The new expertises are appropriately thematic:
- Trade
- Foul Play
- Intimidation
- Sea
- Ships
- Religion
- Cannons
- Cartography
- Ropes
The common tropes of pirates with peg legs or hooks for hands is covered by allowing you to select a permanent scar and experience (for example 'I left my leg there' could have 'I'm not afraid of sharks' if that's why you lost your leg). You then get to select a prosthesis to add to your gear to help you get by. This will allow you to ignore the scar's disadvantage in many situations. There's also guidance on how to introduce permanent scars during play.
The second section of the book dives into the Caribbean, describing the key cities of Havana, Kingston, Nassau and Tortuga (a shadow of its former self). There's a map of the Caribbean Sea. The various organisations operating in the area which could provide opposition are described, especially those with Letters of Marque and the British East India Company, which takes a hard line on pirate activities which could impact trade. The British and Spanish Navies are mentioned in passing as potential threats. The slave trade is described, roundly condemned and the text then describes the Maroons who have escaped from captivity and who may well be part of the crew of a pirate vessel.
Technology is covered in detail; in this setting, it's the skill that allows you do all manner of engineering, keep ships running and repair guns and other weapons. Rules are given for flintlock pistols and muskets. Single shot and fiddly, they are nowhere near as good as modern weapons but they can still be effective as a ranged attack. However, reloading will take longer, so you may want to fire off then draw your blade. There's also a list of other weapons and gear that should prove useful, ranging from a trusty tricorne hat (which will protect from the sun when at sea) to a spyglass (look far with advantage).
Wealth is more restricted than the standard game, with the characters beginning a campaign just getting by, starting with four wealth points rather than the usual six. You still get eight wealth points if you have a character who has chosen the Rich tag, but they will have to be relied on to make all purchases. The discussion of wealth rounds out with a discussion of the different currencies in place, ranging form the Real, through the Escudo to the Doubloon. However, this is really background fluff as all the purchases and treasure are in effect abstracted.
Naturally, once wealth is covered, the conversation moves onto the fabled treasures of the Caribbean. These include Captain Henry Morgan's lost tomb, a lost Spanish treasure ship, the spring of life (rumoured to give healing and immortality), the treasure of Sir Francis Drake, the Island of Devils, and even Poseidon's Trident. As done in previous volumes, the fables around these treasures are presented rather than anything in games mechanics terms. The treasure is the McGuffin and the Fortune Master needs to tailor it to their own campaign.
Seven new extras are represented including;
- The Witch (A Vodou priestess)
- The Merchant (A rich young lady who has taken over her family's trading business)
- The Sailor (a competent quartermaster who has been followed by bad luck)
- The Navy Official (A Royal Navy Commodore who acts against pirates)
- The Monkey (a small, insolent, thieving troublemaker)
- The Pirate (a feared Captain who everyone surrenders too rather than facing)
- The Bosun (Mr Smee, along with his cat Ginger, hard-working and cheerful)
Of course, you can tailor the stat blocks for any particular character of that nature, and also draw on the Extras published in other books.
Section III of the book explores Piracy, starting by describing the different types of characters lumped under the term 'pirates'; Pirates, Privateers, Buccaneers, and Filibusters. There's a section that describes the life of a pirate in broad brush terms followed by the Republic of Pirates on Nassau. The Pirate's code (well, more of a guideline) is covered along with a random generator for a pirate's flag. After this, individual famous pirates are discussed. These include:
- Blackbeard
- Calico Jack
- Stede Bonnet
- Anne Bonny and Mary Read
- Black Bart
- Henry Avery
Each has a two page spread which gives some background to draw upon on and details of their flag. There's a section about the Capybara, with similar underlying elements to the other books which won't be mentioned here.
The fourth section of the book covers 'adventures on the open sea', and begins with a tailored version of the Travel Diary, called the Logbook. A big part of this section is about 'ship challenges', events were the whole crew need to pull together to achieve something with their vessel. These only come into play when everyone needs to work together. One character will lead and take a Clutch Action or Daring Action, and the others will take supporting actions. Not everyone has to take part in the challenge, but a majority need to be involved. One major difference to the core rules is that if you spend a Luck Coin to get an automatic success, there is no chance to flip it and get it back immediately. It's gone straight away. You cannot use a Luck Coin for a Daring challenge.
The difference between a Clutch action and a Daring action is the number of successes needed. If you chose a Daring action, you can bring something to a head immediately, resolving what could be a more extended challenge (for example, a chase). However, it is risky, but it may pay-off in a more extended ship challenge (such as a chase with another ship or riding out a storm). Every Supporting Challenge that is passed a critical level gives the lead character an advantage dice. However, failure to get at least a basic success will result in a disadvantage. This is the reason that in some cases it may be wise for certain characters not to become involved.
Ongoing (extended) ship challenges will typically have up three sets of ship challenges, or more rarely five. To win the extended challenge you need to win more times than your opposition. It is recommended that a five stage challenge is very rarely done. These are the cases when a daring action may be more attractive as it gives an opportunity to resolve things swiftly.
Ship Challenges are opposed by Ship Dangers; each time a Clutch action fails, the ship and all the Adventurers on board lose one Luck Point. However, ships only have three luck points, so a third being lost leaves them at risk of going out of commission, which means it is likely to sink. Of course, that does mean you get a chance to use the shipwreck random tables to discover where your scurvy sea dog has ended up. When they wake up, or pull themselves from the ocean, they'll have gained a bad feeling.
Naval combat is similar to shoot-out, using Ship Challenges. When you reduce an enemy ship to 'out of commission', you can board without difficulty, but if you want to do this before then you'll need to forego your attack with cannons. Failing on the test may mean that you face disadvantage but it could just mean that things were completely botched. Daring Actions will allow you to completely board and defeat an enemy if you succeed. You can also use them to escape a Ship Danger; however, if you fail in this case then you'll end up taking double losses on luck.
There are multiple examples covering Ship Challenges, Daring Actions and Ship Dangers.
Linking back to the Ship Challenges, the different roles on a shop are discussed, along with guidance of which skills are best for which tasks. However, you're encouraged to be creative in how you apply this.
Ships themselves get their own sheet, which is very much like a vehicle sheet. The best ships can be Fast, Sturdy or Powerful (and very rarely they may have two of these characteristics. If the characteristic is appropriate to the Ship Challenge, it reduces the number of Critical Successes that need to be achieved to succeed at the challenge. Advice is also given on how to do ship repairs, and how to manage a crew, including extras.
Sea Shanties are a different approach to things; by default, any ship voyage increments the doomsday clock in the game. If the party sings a sea shanty (and two examples are given), then the clock doesn't increment. But if someone doesn't join in, then the tension rises. I think that this is a clever way to try and get the players in the right space, but it will very much depend upon who you've got in your group as to how well it lands.
Drowning is a perennial risk in Jolly Roger, so you'll need to learn to hold your breath when swimming or diving. Character sheets have air bubbles which will be used up each turn you're underwater or if you fail a challenge or lose luck points. If you run out of air, you'll soon face certain death. If you're facing an underwater danger, like a shark or a kraken, then you will be at disadvantage when in the water.
Duelling rules are given. These are very formal combat engagements where the first to lose 3 hits loses. Each exchange is set by the person making the assault; often the fighting skill is appropriate, but you can choose to use another (for example dexterity for a feint) if it's appropriate. When it's your opponent's turn, the Fortune Master can suggest the skill you need to use (for example, alert to avoid a feint). Duels are centre-pieces for episodes; however, sometimes they may well be interrupted if an all out brawl develops. When duelling, you cannot use a Luck Coin to automatically succeed, you can only use it to repeat a roll you don't like. The duelling rules are also used for 'diss battles', where you insult and belittle an opponent, or for wrestling.
Gambling is handled by using liar dice. You commit a stake, then roll your dice, concealing them from your opponent. You call the best result you have out, or you can lie about it. Your opponent can call 'deceit' and check your hand if they don't believe you. If they do this, and you have lied, you can make some crime related checks to escape being noticed. These get harder if you repeat them. Once you lose your stake, your opponent wins and vice versa.
Finally, there's a new feeling; Drunk. This can end up as a bad feeling or a good feeling, dependent upon the luck of a coin flip.
The final section is 'The Forgotten Course', an extended on-demand season in a similar manner to that presented in Golden Age. There are four example pre-generated characters, all of which look fun to play. As previously done, there is the generic on-demand season, then an example of it fleshed out (a 'context') called The Curse of El Dorado. El Dorado is the treasure at the heart of the campaign which is presented as the context. There are six episodes, and each has a briefing, the context and then the generic on-demand description. Overall, I like this campaign as it leans well into pirate tropes; however, it does assume that your players will too!
In conclusion, I found this a much stronger supplement than Golden Age; there is more focused information (albeit broad brush) and the rules tweaks feel really thematic without adding complexity. Definitely recommended; it's not essential, but there are some great ideas within Jolly Roger which will make running a pirate campaign a lot easier.
21 July 2024