Friday 13 September 2013

By Savvy and Steel - A Matter of Formality


This is a detailed AAR for By Savvy and Steel the upcoming adventure game set in the 17th Century ImagiNation of Edenstein. The game uses similar mechanics to And a Bottle of Rum, our pirate game with the exception of dueling.

For dueling we borrowed from Friday Night Fights and 5150 - Alien Fight Night. Where both fight games are done with gloves we've added swords and tweaked the Dueling Tables to reflect the reality of a duel. This includes the moving back and forth as one duelist gains an advantage and the possibility of injury or death.

In By Savvy and Steel every character has 5 Dueling Stats. Swordplay, Aggression, Quickness, Power and Stamina. Each Stat is used on specific Dueling Tables where the duelists move from one to the other based upon their success on a Table.

Not every character will use their Stats for dueling (Pig Farmers have little chance of a duel) but the same mechanics can be used for melee, or more likely, bare knuckle brawling or the occasional cat fight.

Let's set the scene for the fight. Two soldiers of different regiments have decided upon a Formal Duel. The time and location set, and seconds enlisted. The two duelists are Benjamin (the Blues) and Reginald (the Red Guards).

Here's the dueling card where we list the Stats for each duelist. In addition we've added their Bonus Dice (once used, tossed) and their Attribute.
Benjamin is Slippery. When Reginald has taken control on the Taking Control Table, Benjamin counts a +1d6. Reginald is Resolute and can never count less than 1 success. Here we go!

Benjamin                                                                   Reginald


Sword
Agg
Qwik
PWR
Stam

Sword
Agg
Qwik
PWR
Stam
5
3
4
2
5

4
5
2
3
5
Dueling


Bonus


Dueling


Bonus

5


13


4


13












Slippery





Resolute








The duel commences at dawn in front of the Drunken Squid tavern. The two duelists start on the En Garde Table, sizing each other up. After a few strikes no one has gained an advantage so they return to the En Garde Table. Every time they do their is a chance that the City Watch will show up and break up this illegal activity.  But not yet.

The second time on the En Garde Table sees Reginald score better and forces Benjamin back.

We've included the actual dice results as well as the narrative. BD = Bonus Dice.

Turn 1 – En Garde Table

·        Blue = 8 + 2BD = 3 successes
·        Red =  9 + 4BD =  3 successes
·        Stay on En Garde Table  - No Watch

Turn 2 – En Garde Table

·        Blue = 8 + 2BD = 2 successes
·        Red =  9 + 0BD =  3 successes
·        Blue back 1”.
·        Go to Dueling Table.

The third turn has the duelists on the Dueling Table. This represents the actual exchange of thrusts and parries as each duelist tries to gain the advantage and take control. Benjamin recovers and forces Reginald back.

Turn 3 – Dueling Table

·        Blue = 8 + 2BD =6 successes
·        Red =  9 + 4BD =  5 successes
·        Red back 1”

·        Stay on Dueling Table 



The fourth turn has the duelists on the Dueling Table. Benjamin follows up his success and begins to take control. Reginald is forced back and loses 1d6 Dueling Dice. Loss of Dueling Dice represents losing the initiative and the enemy gaining control.  

Turn 4 – Dueling Table

·        Blue = 9 + 2BD = 5 successes
·        Red =  7 + 0BD =  3 successes
·        Red back 2”.
·        -1d6
·        Stay on Taking Control   

Turn five gets dramatic as Benjamin is now in control and the duel is on the Taking Control Table. Success on this table leads to possible damage. Benjamin uses more Bonus Dice and Reginald does not (rolled randomly). Having the advantage Benjamin goes for a Killing Stroke. As this exposes him Reginald gains 2d6. Both duelists roll 10d6 and Benjamin scores 2 successes more. This takes the duelists to the Killing Stroke Table where injury can occur.

Turn 5– Taking Control Table

·        Blue = 8 + 2BD = 8 successes
·        Red = 8 + 0BD+ 2 KS =  6 successes
·        Red -1d6
·        Killing Stroke

Benjamin receives a +1d6 bonus for going for the Kill on the previous table. He also adds Bonus Dice (2) and rolled versus his Power Rating, passes 1d6. Blood flows!

Turn 6 – Killing Stroke Table

·        Blue = 2 +1d6 +2 BD = pass 1
·        Red back 1”.
·        Wounded Table +1d6

Reginald receives a bonus 1d6 as Benjamin did not land a solid stroke and he uses 4 Bonus Dice. Rolling 7d6 he easily passes 2d6 versus his Stamina but still loses 1 point of Stamina, dropping it to 4. 

Wounded Table

·        Red = 2 +1d6 + 4BD = pass 2
·        -1 Stamina
·        Continue On Test
·        2d6 Passes 0d6 vs. Stamina of 4 - Capitulate


This brings Reginald to the Continue On Table. Once a duelist receives a wound (loses one or more points of Stamina) the Formal Duel is over as honor has been satisfied. In some cases the duel could be to the death but not in this one. So failing on the Continue On Test was a formality.
Lucky for Reginald he has a second who insures that he will receive proper medical attention (+1d6 modifier on the After the Duel Recovery Test).

Drinks for all! 


As the Red Guards attend to Reginald, Benjamin and his compatriots lead everyone into the Drunken Squid for a drink. Benjamin and Reginald have their Fame adjusted and Social Standing, if needed.

But the game doesn't end there as Benjamin can choose to have a Carouse Encounter where he can gamble, gain friends or even a Mistress.

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