En Garde - Myth-Weavers Lethe


En Garde


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Game Masters
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Game Information
  • Created Nov 5 '13
  • Last Post Apr 21 '14 at 8:59am
  • Status Aborted
  • System Miscellaneous

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Game Description

Quote:
My son, be worthy of your noble name, worthily borne by your ancestors for over five hundred years. Remember it’s by courage, and courage alone, that a nobleman makes his way nowadays. Don’t be afraid of opportunities, and seek out adventures. My son, all I have to give you is fifteen ecus, my horse, and the advice you’ve just heard. Make the most of these gifts, and have a long, happy life.
En Garde! is a classic RPG that focuses on capturing the feel of the Three Musketeers. It focuses on social climbing in 17th century Paris. The bulk of the rules cover activities like joining regiments, dueling your rivals, getting drunk at parties, having mistresses, getting sent to the front, all of the basic stuff that d'Artagnan and Cyrano do. Combat and dueling play an important role, but social influence trying to acquire it is the beating heart of the game.

The setting is easy to get your head around and the rules are pretty simple but there's some important differences between En Garde! and just about every other RPG and I think these differences make it well-suited for play by forum gaming. In En Garde! each turn represents a month of game-time, with each player submitting orders that cover what their character does during this time, this means that turns taking a week or more to play out (as can sometimes happen in play by forum games) is just fine since the game world still moves forward quickly.

Also the NPCs are less important than in most RPGs with the players interacting with each other, usually in the form of friendly rivalries. This takes a lot of pressure off the GM and keeps the specter of GM burnout at bay. Also since there's no real "party" any number of players can join in, which large groups being common.

We'll be using the 2005 edition of the rules, which is quite similar to the original 1975 edition. You won't have to buy them, as I have posted a guide that gives you what you need to play here: https://docs.google.com/document/d/1icYvcBq5JsJzSyOUewq3JHIvnkcWuiSKxJiDYBuPBlg/edit?usp=sharing

However, keep in mind that there are many actions your player may want to do that the rules don't cover. So far I've come up with rules for activities ranging from organizing a steeple chase to conducting espionage to slander campaigns to bribing a captain to use his artillery in order to impress a lady. I try to be flexible and come up with house rules on the spot to cover any action that the players want their characters to do.

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