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JeffErwin

Paris c.1620-80

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Mysterioso

I wonder if Golden Goblin Press's Cthulhu Invictus 7E has not done a large part of the heavy lifting in terms of game mechanics for Cthulhu et le Roi Soleil and thus would not be a better venue for your work than Cakebread and Walton's Cthulhu and Clockwork.  

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JeffErwin
1 hour ago, Mysterioso said:

I wonder if Golden Goblin Press's Cthulhu Invictus 7E has not done a large part of the heavy lifting in terms of game mechanics for Cthulhu et le Roi Soleil and thus would not be a better venue for your work than Cakebread and Walton's Cthulhu and Clockwork.  

 

It has done some lifting. I am using conventional CoC for my basic structure. It's not hard to convert it to Renaissance.

 

The chief mechanical problem is providing a satisfying and fun sword fighting system.

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sasori

I for one would be interested in this as a product!

 

I can see that BRP in general is not a great system for recreating swashbuckling fights, but maybe porting a few ideas from Pulp Cthulhu in terms of Pulp Talents and some of the Luck Spending rules into your game would help move things in the right direction whilst still not being overpowering in tone, as long as they stayed in genre.

 

A little thinking outside the box e.g. Fast Talk rolls in combat to distract the opponent, a la Cyrano de Bergerac might also be worth thinking about...

 

Actually, I think I feel a blog post coming on for Swashbuckling and Cthulhu...

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yockenthwaite

Belatedly spotted this thread, just as I'm nearing the end of my first The Three Musketeers read (Will Hobson's 2014 translation). Count me as another one who'd buy this book :)

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IbnGhazi
On 31/12/2018 at 15:46, JeffErwin said:

The chief mechanical problem is providing a satisfying and fun sword fighting system.

 

Jeff - Just a suggestion, but I would consider having a look at what Mongoose publishing did with their "Runequest 2" combat system, which is very Basic Roleplaying friendly in it's conception. I'd use something like that as a basis, then obtain/beg/borrow/steal a copy of the old "En Garde!" book from Game Designers' Workshop, which was originally designed around a a duelling system as it's central mechanic. Both offer flavour to melee combat regarding manoeuvres, especially En Garde.

 

"En Garde!" Reprinted in 2005 https://rpggeek.com/rpgitem/66957/en-garde

 

Edit: also worth a look for inspiration:  Flashing Blades (FGU) 1984    https://www.drivethrurpg.com/product/585/Flashing-Blades?it=1

 

Some food for thought if you are at an impasse...

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nclarke

Would be worth grabbing a copy of the free Mythras Imperative from DTRPG. It's written by Loz Whittaker and Pete Nash who did the RQII stuff for MGP and is a further development of the system that started out as Runequest then BRP (and Call of Cthulhu).

 

MI has a combat system that is very much based on actual sword techniques as Pete teaches HEMA/medieval sword fighting.

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JeffErwin
17 hours ago, nclarke said:

Would be worth grabbing a copy of the free Mythras Imperative from DTRPG...

 

Thanks.

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JeffErwin

Thinking about the Ghoul aspect of this campaign. Obviously witches and ghouls would a big part of it. Nyogtha would seem to be a good focus (if only for variety). Tsathoggua too. What obscure mythos entities deserve some swashbuckling attention? Suggestions?

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SKayeRedux
19 hours ago, JeffErwin said:

Thinking about the Ghoul aspect of this campaign. Obviously witches and ghouls would a big part of it. Nyogtha would seem to be a good focus (if only for variety). Tsathoggua too. What obscure mythos entities deserve some swashbuckling attention? Suggestions?

 

You could possibly tie the Dutch grave-robber from "The Hound" into things, via the Franco-Dutch War?

 

Wasn't Nodens potentially worshipped in Gaul?

 

I don't know what the rights issues might be like, but since you've mentioned Nyogtha, perhaps other Kuttner creations such as Iod and Vorvadoss? Or Zuchequon?

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cjearkham

Since Averoigne was the original seed for this project, you're probably aware of all the CAS-related connections which could be mined.

 

France would be a likely spot for any Atlantean survivors, and northern Europe was Kull's Valusia back in the day. Robert E. Howard's Mythos creations don't get much love (beyond the serpent people). What about Gol-goroth or the Groth-Golkas? ("Gods of Bal-Sagoth") Or any of the entities mentioned in "Curse of the Golden Skull"? Or the Atlantean pantheon from "Moon of Skulls".

 

The Miri Nigri and other Chaugnar Faugn-related critters are down in the Pyrenees.

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JeffErwin

Thanks for the suggestions!

 

The Comte d'Erlette, whoever he is, is also a major figure. I am ambivalent about the canonical CoC version, as I believe that the appropriate connection is to the Affaire des Poisons, as in Ex Libris Miskatonis.

 

Erlette is linked, of course, to Averoigne in at least one source. Stanley makes him also a landowner in the Pyrenees - which goes with the above suggestion. Detwiller suggests he's a 17th century or 18th century investigator that went mad...

 

The name Balfour, in the CoC books, is Scottish, not French. Stanley gives his surname as Montmorency-des-Roches, which links him to the duc de Piney-Luxembourg, who was implicated in several testimonies during the Affair des Poisons. This duc also was prince de Luxe, a tiny sovereign statelet in Navarre, in the Pyrenees.

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JeffErwin

I know I have discussed using cards and some other more elaborate rules, but the following may be both simple and cinematic enough to make fights interesting:

 

"In Cultes des Ghoules, melee combat is somewhat more complex than in standard Call of Cthulhu. On higher levels of success, a character gets to apply a ‘fighting move’ onto their results.

 

For example, if a PC gets a Hard Success (half their skill) on their Parry and their opponent gets an ordinary success or failure on their attack, they might Disarm their opponent; if they make an Extreme Success (1/5th of their skill) on their Parry they may choose to Riposte.

However, if an opponent gets the same level of success they cancel or avoid the move. The key is to get a higher level of success than your opponent."

 

I would then create a series of 'moves' available to various fighting styles (at either Hard or Extreme) and you can select as appropriate. 

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