Historical runequest. Napoleonic era?

Cant remember if there was a discussion on htis... the urge has hit me to play a game in the napoleonic era, and Runequest seems like it'd be a good fit. Any thoughts or ideas ?
 
I vaguley call it being mentioned. I would not know much about the era, and am a fantrasy nut. Personally I wopuld team punk it with airships, throw in some fantasy elements, and tie it into Moorcock's multiverse out of personal taste.

That or you could cthulhu it up a notch.
 
Check out pirates. It has a lot of the data you are looking for, just set on water.

How much do you know of the period? I would guess a lot or you would not be interested. I have thought of something Sharpeish, but dont know how my group would go for it.

Note of warning. Firearms are kind of weak. If you are looking for one shot drops, you are not going to get it with out of the book damages.
 
I don't know if you are familiar with the TV series Jack of All Trades, which is a light-hearted comedy featuring a kind of Zorro-like character on a tropical island ruled by the French during the Napoleanic Wars. If you haven't seen it, it is definitely worth renting or buying and taking a look.

I've been reading a book called The Element Encyclopedia of Secret Societies and Hidden History by John Michael Greer. I would highly recommend buying this book. Many secret societies got started in the late 18th and early 19th Centuries specifically because of concerns about the political situation.

I've been taking notes, modifying and extrapolating from this book and other sources as I see fit. I've been thinking of starting a thread about the supernatural elements that I've considered for Earth history. But even if you have no interest in adding supernatural elements, there is plenty of intrigue available.
 
weasel_fierce said:
Cant remember if there was a discussion on htis... the urge has hit me to play a game in the napoleonic era, and Runequest seems like it'd be a good fit. Any thoughts or ideas ?
What kind of game would you play there? I always though this time period was better suited to wargames then roleplaying (in fact should I play in such an historical setting, I would prefer the 7 years war).
 
This era would be good for war games, but there was also a lot of intrigue going on. It's one thing to send the French Army across the Rhine. It's quite another to get a hold of Napoleon's plans and deliver them to the Prussians.

I just read about an interesting group called the Carbonari. Founded to oppose Napoleon, they expanded their interests into opposing tyranny all over Europe. Many of their accomplishments were not acheived so much be open revolt as by their ability to stymie authoritarian suppression and the threat of open revolt. There was a central coordinating body in Paris, but local chapters were also free to pursue their own goals as long as they did not conflict with the overall goals of the body. PCs working for such an organization could have some interesting adventures.

If you want to run adventures earlier than 1808, the Carbonari did not arise in a vacuum, but was inspired and influenced by other secret societies of the 18th Century. If you can't find a secret society to fit your purposes, it is easy enough to invent one.

This would be the kind of campaign where NPCs are not disposable, because killing the beautiful and evil countessa may very well draw unwanted pressure onto the PCs, so they want to be more clever at disarming her schemes while implementing schemes of their own. (Or if they don't have any schemes of their own, those of a friendly NPC.)

Then if you want to throw in supernatural elements, things can get even more interesting, although I suppose that historically, this era falls after the time when people believed in witches (17th Century) but before the revival of New Age occultism (late 19th Century). You could do a "Shadowrun 18th Century" type campaign, or have it so that people do not believe in the supernatural because science has arisen to explain everything. This is even when people started openly proclaiming that God is not necessary. Perhaps in reaction to this, there is even a conspiracy to bring back belief in the supernatural in order to restore balance to society. Or perhaps other supernatural creatures prefer taking advantage of the fact that people do not believe in them.

But Runequest would be a good fit, with or without supernatural elements.
 
weasel_fierce said:
Cant remember if there was a discussion on htis... the urge has hit me to play a game in the napoleonic era, and Runequest seems like it'd be a good fit. Any thoughts or ideas ?

You might be interested in the Sharpe scenarios, based on Bernard Cornwell's books, I run at conventions. They go down a storm. I use Chaosium's BRP rule-set, what Mongoose RuneQuest is somewhat based upon. So, it can be easily adapted to MRQ.
 
I do BRP as well, so no problem. Is this something you could send my way ?


Im not terribly interested in fantasy elements, but thats a way to go as well Im sure. Espionage and military adventure seems more interesting to me
 
Are you familiar with Wellingtons exploreing officers? They where basicly individual scouts mounted on the best horses that could be found. Quite a wild bunch. Some of thier storys are almost like blackpowder James bond, only they are real.

Actualy, he wasnt Wellington yet, but you know who I mean.
 
I also recommend the Sharpe series. Good adventure books. The British movies with Sean Bean are OK in a low-budget British sort of way (I'm pretty sure most of those penninsular battles had more than 20 soldiers). Sharpe is usually trying to rescue a Spanish princess, intercept secret plans, etc- good scenarios for roleplaying adventure.

Sharpe is the only prominant land war series I can think of, or you could base it on the many Napoleonic naval novels: The Horatio Hornblower series by CS Forester (basis for several movies) or others:
http://www.ala.org/cfapps/archive.cfm?path=events/promoevents/horatiobib.html

To run a Napoleonic naval adventure, you could probably use Runequest pirates, set in a later era (I am guessing, don't have it)

The Napoleonic era could make a good setting- it is still early enough that you have swordfighting and swashbuckling, but late enough that it has a sort of modern feel as well- artillery barrages and bayonet charges into the trenches.
 
If anyone's interested in a Napoleonic-era settng that includes magic, then 'Jonathon Strange and Mr Norrell' by Susanna Clarke has a lot to recommend it. Its a very dense read, and the story takes some time to kick-in, but when it does (about the time that magic starts to be deployed in the Peninsular campaign), its fabulous.

http://www.jonathanstrange.com/
 
I do BRP as well, so no problem. Is this something you could send my way ?

I've only got a jumble of notes and some character sheets, which I used for the BRP play-test. I know that some of the people who played it at Conception last year would like me to write it all up and pass it on. It's just getting the time to do it. Our good friend at Mongoose, Loz Whitaker play-tested the first scenario for me. Not sure if he can offer up any comments, or not?
 
zozotroll said:
Note of warning. Firearms are kind of weak. If you are looking for one shot drops, you are not going to get it with out of the book damages.

'Average' damage for a Musket is 7 (rolled is 2d6 same as light crossbows in MRQ) and there is little armour so there is a reasonable chance of a 1 shot drop.

Having said that I'd be inclined to boost all the firearms up a die size (and Longboiw down 1 but that's by-the-by).



Grrrr
 
Somewhere around here there is a thread where I went into more detail. Basicly, in Pirates at the back there are stats for several genaric NPCs. One of them is a fat merchant. He has a chest of 8, so a standard musket shot of 7 does not have a chance to drop him. A crit of 12 does not have a chance to kill him.

We are not talking about a legendary hero but a merchant. Even the standard sailer wont be killed by a crit to the chest from a musket.

Yes I did the same thing and went up one die size. Made my players happier that firearms can actualy kill people.
 
Hit him in any other location with average damage and he goes down. A crit will do enough damage to incapacitate him and with the medical technology available (no healing, acces to a surgeon required to save his life) he is likely to lose a limb or die of his wounds.

Anyway, he is an unusual character - fat with a big chest. It may well take 2 shots to take him down. That's not unreasonable to me.
 
Concerning Firearms: A little research I did into the Napoleonic Wars revealed that many soldiers died as a result of their wounds, rather than being killed outright from a shot from a musket or rifle. So, 2D6 damage does reflect that quite nicely. It means a shot is more likely cause a serious wound, rather than death.

A point to note: The biggest cause of death was not being killed on the battlefield, but from disease due to poor sanitation.
 
In the book The Indispensible Man James Flexner describes George Washington as having a tendancy of charging into battle, and yet not getting hurt. Sounds to me like a handy legendary ability.

It's not so much a matter of dodging as a matter of "battle luck". Perhaps it would work by allowing an automatic Dodge attempt (or even a Luck roll) each round or each battle. Anybody wanting to shoot you has to overcome that roll. That way an expert marksman can still shoot you, but the basic infantry might not have a chance.

Or, maybe easier to implement in the Runequest mechanics, you can roll 1D6 x your POW, and the result is a penalty taken by anybody who wants to shoot you.

I am just coming up with this off the top of my head, so I leave designing the mechanics of this as an exercise for the student.
 
Utgardloki said:
It's not so much a matter of dodging as a matter of "battle luck". Perhaps it would work by allowing an automatic Dodge attempt (or even a Luck roll) each round or each battle. Anybody wanting to shoot you has to overcome that roll. That way an expert marksman can still shoot you, but the basic infantry might not have a chance.

Or, maybe easier to implement in the Runequest mechanics, you can roll 1D6 x your POW, and the result is a penalty taken by anybody who wants to shoot you.

In the past, I've used the game mechanic that opponents have to roll twice and take the worst result against phenonomally lucky people. So, Fred the Fearless charges into battle and is shot at by an archer with Bow 75%, Fred has Battle Luck and the archer has to roll twice, he rolls 8, a critical, and 80, a failure, but Fred being lucky gets the 80 and survives again.

I've also used the oposite for very skilled people - they can roll twice in their area of expertise and take the best roll. It's a simple mechanic that can have surprisingly good results.
 
soltakss said:
Utgardloki said:
It's not so much a matter of dodging as a matter of "battle luck". Perhaps it would work by allowing an automatic Dodge attempt (or even a Luck roll) each round or each battle. Anybody wanting to shoot you has to overcome that roll. That way an expert marksman can still shoot you, but the basic infantry might not have a chance.

Or, maybe easier to implement in the Runequest mechanics, you can roll 1D6 x your POW, and the result is a penalty taken by anybody who wants to shoot you.

In the past, I've used the game mechanic that opponents have to roll twice and take the worst result against phenonomally lucky people. So, Fred the Fearless charges into battle and is shot at by an archer with Bow 75%, Fred has Battle Luck and the archer has to roll twice, he rolls 8, a critical, and 80, a failure, but Fred being lucky gets the 80 and survives again.

I've also used the oposite for very skilled people - they can roll twice in their area of expertise and take the best roll. It's a simple mechanic that can have surprisingly good results.

That sounds like an interesting mechanic, but it might be unwieldly in the case of George Washington, who may have 30 guys shooting at him at once. Then again, the basic Runequest mechanics is probably not good for handling large numbers of opponents. I have not seen if they've come out with a way to handle this.

One could make up a table which lists number of people vs average training, and comes up with the odds that one or more will hit, and a damage bonus to reflect the chance of multiple hits.

Of course, George Washington is about 50 years earlier than the campaigns being discussed in this thread.
 
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