Monday, September 24, 2018

Bacchanalian Retirement

This post takes as its inspiration the pirate lifestyle around which my Scoundrels of Tortuga RM/period piece campaign is set. The core question is this: what do you do with this setting's equivalent of the "Lost for Life" archetype? That is, someone who eschews dreams for the future, and to whom the Bartholomew Roberts quote below seems to apply perfectly:

In an honest service there is thin commons, low wages, and hard labour. In [piracy], plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst is only a sour look or two at choking? No, a merry life and a short one shall be my motto.
— Bartholomew Roberts, quoted in Captain Charles Johnson, 
A General History of the Robberies and Murders of the most notorious Pyrates (1724)

1. Debauchery as Political Protest


There's plenty of evidence for the fact that most pirates or adventurers did want to retire - at the high end, to buy a pardon and a plantation and live out the rest of their lives as Governor of Jamaica, or buy a ship of their own and give orders instead of taking them; or, more modestly, slink off back home or to the colonies under a new name and live not as a Lord but simply as someone not on the knife edge of starvation. To that, in the context of an RPG, we can add the weird dramatic goals of "pay the old witch woman to remove the curse on my sister" or "buy back the family silver, stolen by el Draque", which may not have happened all that often in real life but are certainly viable narratives for RPG characters and perfectly compatible with the RM retirement model.

However, at the same time, it's important to recognize that the 17th-19th C pirate epoch was one in which social and economic conservatism went hand in hand (see, for example, the existence of sumptuary laws); against this backdrop, some authors have found it possible to recast pirates who "just want to have fun and drink rum" as political activists - flaunting their illicit wealth, dressing ridiculously, and pissing away their plunder not just because it was fun but also as a giant middle finger to the normie world.

In this case, rum-swilling pirates do have a "retirement goal", which is to drink and carouse and overspend enough that they feel - perhaps deep down, perhaps even unconsciously - that their point has been made. At this point, the pirating lifestyle loses its allure and they retire, perhaps even to poverty, but feeling like they have had their fun and defied the finger-wagging authorities to a pleasing degree. The real question is: can they do so while foregoing rational (i.e. sober, emotionally rewarding) relationships, and before the drink kills or cripples them?

2. Drink and the Devil had Done for the Rest


Four rules obtain for the Bacchanalian Retirement Plan. Most of the time I'll be using booze as the core example, but really any kind of excessive consumption might count.

  • Your first Dependent gets listed as "Bacchanalian revelry" or "Gambling buddies" or "Whores of Baltimore" or just simply "Rum-soak." It requires Bounty, provokes Vignettes, and heals Humanity just like a regular Dependent; but it never gets Needy or Strained until you make it so (see below).
  • Beyond this special Dependent, any regular Dependents you have are always at least Needy. If you want to use them to remove Damnation, you need to throw in a Booty just to get their grudging attention, and they go back to Needy at the beginning of the next session even if you make their upkeep. Missing their upkeep worsens the relationship as in the regular rules. 
  • Every time you have a Vignette featuring Bacchanalian Revelry, increment the Upkeep of your Thirst by 1.
  • Spending Booty to directly remove Damnation gets you a freebie: every time you do so, you get an extra unit of Damnation to remove, for free.
Treat the rising costs of feeding the character's habit as an addiction, whether it is or not; in other words, a character will prioritize paying Upkeep on their Thirst before their gear or dependents.

3. Cleaning Up


Should a character decide to kick their habit mid-campaign, three things must take place:

  • They have to allow their relationship with their "booze dependent" to decay to Severed. This means not only failing to pay its upkeep, but also not removing Damnation through any other means during that time.
  • Once the booze relationship is Severed, the character needs to mend bridges with any other dependents (i.e., stop them being Needy)
  • They take a Regret, as usual for losing a dependent.
When these three steps have been successfully completed, the character can go back to removing Damnation by paying Booty or relying on the revived Dependents in their life, if any. 


Optionally, going clean like this can become a prerequisite for characters on the Bacchanalian Retirement plan before they can actually retire.

Tuesday, September 11, 2018

Ships, Crews, and Plunder

The ruleset below is a work in progress, intended to complement the naval combat rules I have already written for my On the Account campaign. They're still a work in progress, but once they're complete my intention is that they will fill out all the ship-side concerns around taking, fighting, and plundering ships introduced in the naval combat rules. They're also more up to date than those rules, so any contradictions should be resolved in favor of the concepts below.

1. Ships!


If you want to go a-plundering, you're going to need a ship (even if it's a canoe) and some crew (even if it's just the player characters)

It's easy to get caught up in and intimidated by the sheer volume of nautical terminology out there in the world. For the purposes of managing this onslaught, in these rules we drill down to really just one core statistic for setting up ships, which is the number of masts they have. Mast number runs from ½ to 3, with ½ representing small oared ships with an optional mast. Everything else really derives off of that number, which is referred to below as Scale.

Here's a partial list of common ships of the overall pirating period. The categories aren't rigid (fluyts can have 1, 2, or 2 masts, "galleon" and "frigate" are sometimes used as adjectives and sometimes as kinds of boat, etc.), and terminology changes over time as well), but it's something to get you going.

Scale ½     
War canoe, bark, Barca Longa, Dhow, Ship's Boat
Scale 1
Sloop, Fluyt/Fly-boat, Pinnace, Junk
Scale 2
Brig/Brigantine, Schooner 
Scale 3
Frigate, Galley/Galleon, Man-o-War

Small-Scale ships are cheap to operate, but lightweight in combat and incredibly fragile. Large-Scale ships hit hard and take damage well, but are expensive to run, repair, and crew. Most Crews settle in around one-mast ships (e.g., a Jamaica sloop, Scale 1); more ambitious Crews may choose a two-masted ship (e.g., a brig or fluyt, Scale 2). This leaves Scale ½ and Scale 3 ships for Market forces or special occasions.

All other things being equal, these rules are set up to grant an advantage to a ship that is configured for fighting versus one that isn't, and a ship with more masts versus one with fewer.

Once you have the Scale of your Crew's ship, go ahead and assign it the following stats:

  • Hull: 10 points x Scale, for a range of 5 to 30. Locations 1, 4, 7 in ship-to-ship combat
  • Sails: 10 points x Scale, for a range of 5 to 30. Locations 2, 5, 8
  • Guns: 10 points x Scale, for a range of 5 to 30. Locations 3, 6
  • Crew: varies, for a range of 5-250 - see below. Location 9
  • Cargo: Twice Scale, for a range of 2 to 6. Location 10

Your ship also has a couple of stats that come up when it's involved in ship-to-ship actions: pursuit, fights, and so on. These are derived from the highest skill available among the player characters. Each character can contribute their skills to up to 2 ship stats. If you have skills that are not covered by any PCs, write a default value of 2 down there. If a character is contributing a skill, they're either officially in the position listed next to the skill, or doing that person's job for some intriguing reason:

  • Awareness (contributed by the Lookout or Sailing Master)
  • Close Quarters (Captain or Boatswain)
  • Ranged Weapons (Captain or Master Gunner)
  • Profession (Gunner) (Captain or Master Gunner)
  • Navigation (Captain or Quartermaster)
  • Seamanship (Captain or Sailing Master)
  • Leadership (Captain or Boatswain)
  • Naval Stores, derived from Adaptability (Boatswain or Quartermaster)

Each of these stats begins the session 1 point lower than its actual value, which represents the back-breaking effort or expense required to keep a ship operating at full effectiveness:


  • Awareness - drilling and/or providing rewards to those who spot prizes
  • Close Quarters - drilling and/or buying/maintaining weapons, keeping the crew well fed
  • Ranged Weapons (Captain or Master Gunner) - drilling and/or buying/maintaining weapons
  • Profession (Gunner) (Master Gunner) - drilling and/or buying/maintaining weapons
  • Navigation (Captain or Navigator) - drilling and/or purchasing up-to-date charts
  • Seamanship (Captain or Sailing Master) - careening the ship and/or replacing worn fittings
  • Leadership (Captain or Boatswain) - building relationship with the crew, cultivating persona
  • Naval Stores - conducting inventory, buying new stores


Historically, most buccaneers skated by on one or more of these indices; the player characters in your game, however, may be cut from different cloth. Small crews that want to take on big targets will certainly want to pursue these eight modifiers. This means bribing or bullying the ship's crew into compliance, which requires either:

  1. A roll of the skill/potential from the character in charge of that skill. If there is no character in charge of this particular ship skill, then the roll isn't possible as there's just no-one who is interested in leading the crew in their training. If the roll succeeds, the negative modifier is cleared; if it fails, it is not cleared but the company's Thirst score increases by 1 (see below), or 
  2. Expenditure of 1 Booty x Scale, per skill. This can come from any combination of the Ship's Chest or the pockets of the Player Characters. This fee can be paid even after a character has tried and failed their roll, above.
Example: The Dagger is a 2-masted pirate brig (Scale 2). Getting all 8 ship skills up to maximum will take 8 Skill rolls and/or 2 Booty per ship skill (16 for all of them).

Different Uses for Cargo Space

Merchant ships, of course, use their cargo space for cargo. In fact, they tended to use whatever space is available, skimping on cannons and crew to fit more pallets and barrels below decks. To reflect this, the following equation applies:

10 crew = 4 cannons = 1 Cargo

A three-masted man-o-war configured for nothing other than war on the high seas, for example, might take the six cargo it is entitled to based on its Scale, and reallocate 5 of those to extra guns; this would give it 20 guns on top of its usual complement of 30, for a total of 50 guns. Conversely, a one-mast Bermuda sloop running cargo from island to island might give up 8 cannons and 30 crew for 2+3=5 extra Cargo, bringing its Cargo capacity to 7.

If a ship isn't using its Cargo for actual trade goods, extra passengers, or Plunder, it can allocate these slots to Naval Stores instead, each unit of which contributes a +1 to the ship's Naval Stores skill.

2. Crew!


Ships have three numbers when it comes to crew: skeleton, light, and maximum. A skeleton crew is the minimum number required to sail the ship; a light crew is the minimum required for combat effectiveness; and the maximum is just that, the total number of souls that a ship can carry.


  • Skeleton crew number = Scale x 10
  • Light crew number = Scale x 10, plus 2 per Gun
  • Maximum crew number = Scale x 40

Everyone in a Skeleton crew must have a Seafaring skill of at least 1 to count as crew. Between this number and the Light crew number, the additional crew can be landlubbers of one form or another, but everyone still has to work. Between Light and Maximum, the additional crew can be both non-sailors and non-workers (passengers, soldiers being transported, slaves chained below decks, etc.).

Remember that a ship can sacrifice cannons and cargo space to carry additional people. A three masted ship with only two cannons and no non-human cargo could thus carry a maximum of 120+70+60=250 people on board. However, each additional increment of crew taken as Cargo temporarily decreases the ship's max Thirst by 1, to a minimum of 1. If the welfare of these additional crew is not of concern, this increment size rises to 20 additional crew per Cargo slot, and in this case, whenever the ship would increment Thirst, it loses 1d10 of these additional crew, per slot, instead. If a ship is Gassed, this number rises to 2d10 per slot.

We can therefore see that cramming hundreds of people into a ship for a long period, a la slave ships or prison hulks, is a recipe for a mutiny at least and a colossal death toll at worst. But in point of fact, slave ships sometimes carried far more than 250 people. We can model this here by suggesting that these vessels were operating on minimum crew (let's say 30 individuals) and no cannons, which gives them an additional 9 Cargo slots for a total of 9+7+6 = 22 Cargo, or around 450 slaves. This doesn't get us all the way up to the 600 slaves that these ship sometimes carried, but it's close enough to give a sense of the extreme disregard for safety and human life that packing a slave ship entailed. It's also a good way to see why, if we replace slaves with looted gold plate, the enormous Spanish treasure ships were game-changing scores for the early buccaneers. In the system we have here, such a vessel would net each officer of the ship that captured it 32 Plunder or around 320 Booty - enough to retire five times over. SeƱor JOLS, one might say.

3. Plunder!


"Plunder" is On the Account's scale-sensitive abstraction to cut down on the amounts of bookkeeping associated with jumping back and forth between a human scale of operations, and a ship level. In general, the takings from seizing ships and the chores of ship repair and maintenance deal in Plunder; when Plunder is cashed out, it devolves to Booty (see below).

When a prize is encountered, the Market will have rolled a Black and Red die combo to determine cargo, ship type, and flag. After the battle is completed, the Plunder total is based off of these as follows:

  • Base plunder = cargo value as rolled, i.e. 1-10
  • ADD to this the number of cargo slots carrying lootable items. Although the usual way to do this would simply be to multiple Scale by 2, most cargo ships have given over some of their crew and gun contingent to cargo as shown above, so for a cargo ship multiply Scale by 3 or 4 to determine cargo size (3 for a somewhat cautious captain, 4 for a more careless one). 
  • In addition, not all ships will be fully laden at all times, and some valuables will have been hidden by the crew, so the player characters get to choose a representative to roll both Awareness and a CHA skill of their choice. Success or failure on each roll increases or decreses the Plunder total by 1; critical successes and failures increase or decrease it by 2. 
  • Every hit to the cargo hold during the fight drops Plunder value by 2.
  • If the victorious ship does not have the capacity to carry its entire prize, 1 Plunder can be converted to a B/R roll's worth of Booty on the spot, and added to the Ship's Chest.

Example: The Fortune's Folly takes a well-captained two-masted Portuguese galleon in a brisk surprizal. The Market's initial roll was B3R8 to generate cacao, galleon, Portuguese. So the base value of the Plunder is 3, for cacao, plus 6 for a moderately laden merchant ship. The boarding party rolls a success on Awareness and a critical success on Sensitivity to search; this increases the total haul to 12 Plunder. The officers of the Folly can either try to put a prize crew on the galleon, risking mutiny or separation, and sail the full value of the Plunder back to a friendly port, or it can load its own 2 Cargo slots with 3 (base value)+2 (slots)=5 plunder's worth of cacao and head out on its own. Because this latter option leaves some plunder on the prize, the Folly's crew can also add 1 B/R roll's worth of Booty to the Ship's Chest.


What can Plunder be used to do?

Lots of stuff.
  • Repair/replace up to 10 points of hull or sail damage
  • Repair/replace up to 5 points of gun or crew damage, or add new guns and crew
  • Replace 1 unit of Naval Stores, or purchase 1 Cargo's worth of additional Naval Stores
  • Zero the crew's Thirst
  • Cash out the crew (see below)
  • Swell the Ship's Chest (see below)

Selling a prize ship gets 1 Plunder plus 1 per 5 points of remaining hulls, sails, and guns. Buying a new ship costs 5 Plunder plus 1 per 5 points of remaining hulls, sails, and guns. So, for example:
  • To buy a brand new sloop (Scale 1) of 10 guns: 5 + 6 = 11 Plunder
  • To sell a battle-damaged brig (Scale 2, 50% damage to hull, sails and guns): 1 + 6 = 7 Plunder

Translating Plunder to Booty, i.e., cashing out the Crew or swelling the Ship's Chest


The process of cashing in Plunder strongly invokes the Scale mechanics introduced above, with every unit of Plunder translating into individual Booty according to how large the characters' current crew contingent is.

At default, each unit of Plunder translates into a single, Black-and-Red roll's worth of Booty to be split among the characters. This measure, however, is calibrated to the 15 to 40-person crew typical of most small buccaneer outfits and should be adjusted as follows:

  • Characters have less than 5 crew = each unit of Plunder translates to 3 Booty rolls
  • Characters have less than 15 crew = each Plunder translates to 2 Booty rolls
  • Characters have more than 40 crew = 2 Plunder for 1 Booty roll, or 1 Booty gives a halved roll
  • Characters have more than 80 crew = 3 plunder for 1 Booty
  • and so on, with each additional 40 crew adding 1 to the number of Plunder to give 1 Booty roll

Once the correct ratio has been determined, make any Booty rolls needed and split the result among the characters. For every character that spent their Prep action this session on finding buyers, +2 can be added to the Black die. If the Black die is higher than the Red, the transaction to convert the Plunder into Booty is more-or-less legitimate, i.e. handled by a competent fence who pays the right bribes; otherwise, each point of Plunder thus converted burns a point of Notoriety.





Friday, September 7, 2018

Reveries: A Parallel System for Reference Tapping

Page 210-211 of Red Markets outlines not only the rules for tapping references but also the themes that this subsystem is supposed to invoke, as follows:


  • Your character gets 1 Reference slot per point of Charisma.
  • When, during the game, you fail at an INT or CHA skill roll, you can "tap" (i.e. contact) a Reference, who is a person that will lend you their expertise for a price. You write this reference's name into the Reference slot, mark that they are "Needy," and are treated as having succeeded in the roll.
  • You can only keep as many Needy References on a string at once as you have available Reference slots on your character sheet: once a Reference is "Needy" it locks that slot until you settle your debts. Subsequent uses of that Reference advance it to Strained and then Severed.
  • You can dynamically swap out non-Needy references at any time. 
  • Severed References permanently lock out that Reference slot as fewer people out there are willing to lend their expertise to you, someone who never pays back what they owe
  • The rationale behind the subsystem is that outright failure is less narratively interesting, in a tale of economic horror, than success at a price: the question of "can I do the thing?" is thus reframed as "how much is doing the thing worth, to me?" or "how much will I sacrifice to do the thing?"

So far, so good. However, the system as written assumes a dense communication network and/or large clusters of people available for the characters to fall back on, which is not true of some game settings - such as On the Account, my 17th Century pirate campaign which runs using the Profit System. For such situations, I substitute the following rules:


  • If you need to succeed at cost AND you actually have access to a reservoir of people who are better than you at the skill in question, just pay the 1 Booty and move on after the necessary roleplay. You don't add the person you contacted to any lists, as you pay them off immediately.
  • In all other cases, you experience a Reverie: write the name of the skill in under Reveries, narrate a flashback to some moment in the past in which you were called on to develop exactly the skill that you are currently falling short at, and explain what held you back from doing that (i.e., why you never learned to do the thing you're currently trying to do). The flashback can involve a Dependent if you like (see below).
  • Following your Reverie, you achieve a bare-bones ugly success as pure desperation and the memory of your past drives you forward
  • Reveries can apply to any skill, not just INT or CHA ones.  
  • Only one Reverie per skill per session. Experiencing a fresh Reverie on top of an existing one advances it from Needy to Strained, or Strained to Severed. 
  • As with References, you can have as many Reveries as you do CHA. If you draw on a skill more than once, take that Reverie from Needy to Strained and then to Severed.

At the end of the game session, when you're doing Upkeep, each Needy or Strained Reverie that you have accumulated must be resolved in one of three ways:
  • Buy a new level in the Skill (this erases even a Strained Reverie)
  • Take a Dependent who was featured in the Reverie one step towards Severed as the memory complicates your relationship with them
  • Move the Reverie itself one step along from Needy to Strained, or Strained to Severed.
When a Reverie reaches "Severed", erase the Reverie and put a circle or some other annotation next to its associated Skill. No further Reveries can be suggested with that skill, nor can the skill ever be raised in future: the character essentially just turns their back on the painful self-doubt associated with that part of their skillset. However, they don't lose their Reverie slot as they would have for a Severed Reference.