Privateers and Gentlemen

Last updated
Cover art by Tom Freeman Privateers and Gentlemen, role-playing game.jpg
Cover art by Tom Freeman

Privateers and Gentlemen is a role-playing game published by Fantasy Games Unlimited (FGU) in 1983 that is set in the Royal Navy during the Age of Sail. The game combines role-playing and ship-to-ship combat. The game received generally positive reviews, although some critics questioned the blending of both role-playing and naval combat, the lack of any scenarios or adventures, and the disorganization of the rules.

Contents

Description

Privateers and Gentlemen is a role-playing game in which players create characters who are naval officers serving on Royal Navy warships during the late 18th century, during the days of Admiral Horatio Nelson and C.S. Forrester's fictional Captain Horatio Hornblower, sometimes called the "Age of Fighting Sail". [1]

Components

The boxed set contains:

Role-playing

Players create naval officer characters (usually as newly commissioned lieutenants) using a character generation system that has been characterized as "complex". [2] Specific shipboard assignments for the new characters are determined randomly. [2]

Rules for personal combat, sea encounters, and encounters with non-player characters are also included. [2]

Ship-to-ship combat

A complete set of rules for naval combat using miniatures is also included, generally for one ship against another. [2]

Publication history

The game was designed by Walter Jon Williams (pictured in 2017). Portrait photoshoot at Worldcon 75, Helsinki, before the Hugo Awards - Walter Jon Williams.jpg
The game was designed by Walter Jon Williams (pictured in 2017).

In 1981, noted science fiction/cyberpunk author Walter Jon Williams, using the pen name "Jon Williams", published a series of nautical adventure novels known as the "Privateers and Gentlemen" series, [3] The following year, Williams created Heart of Oak, a game of naval miniatures combat, which was published by FGU.

Williams then designed Privateers and Gentlemen, which incorporated both the previously published miniatures game Heart of Oak, and a new roleplaying system. [4] :74 The boxed set, featuring cover art by Tom Freeman and interior art by Mike Gilbert, [5] was published by FGU in 1983.

FGU published two adventures for the game in 1984:

The UK magazine Imagine noted shortly after the game's publication that Privateers and Gentlemen "has been unusually successful for a historical RPG." [6] However, Sean Patrick Fannon, writing in 1999, noted that the game had actually not done great business "but FGU fans loved [it] nonetheless." [7]

In 1986, RAFM produced a miniature specifically for Privateers & Gentlemen called Jack Tar (JT01-JT014). [8]

Reception

In the December 1983 edition of Dragon (Issue #80), Ken Rolston found the inclusion of both a miniatures combat system and a roleplaying system resulted in a game that lacked focus. Rolston also found the rules "not particularly well-presented or well-organized. Reading them and playing them in the playtest of the miniatures rules was frustrating at times... [due to] ambiguities, difficulty of reference and disorganized presentation of procedures." Rolston was also disturbed by the lack of scenarios for either the miniatures game or the roleplaying system, which would force new gamemasters to make up scenarios and adventures themselves. He did believe that "Fans of sailing-ship fiction and those interested in historical role-playing games will be very happy with this game. It sacrifices detail of simulation for action and drama, but the tradeoff still retains a strong atmosphere with an effective mixture of heroic romanticism and grim realism... Since the atmosphere of Privateers and Gentlemen is a prime virtue, historical gamers will probably overlook the less-than-perfect rules presentation." [9]

In the November 1983 edition of White Dwarf , Ian Waddelow found that Walter Jon Williams wrote the rulebooks "with humour and authority. He makes rule reading absorbing and informative." However, Waddelow criticized the game for its lack of dice and scenarios, but gave the game an overall rating of 9, saying, "This game is highly recommended, and can be played as pure wargaming, pure role-playing, or a mixture of the two. P&G is exciting, flexible and full of atmosphere." [10]

Jane Vialls, writing about sexism within the role-playing game world, noted that Privateers and Gentlemen is "probably the ultimate example ... where female characters are virtually impossible." [11]

In his 1990 book The Complete Guide to Role-Playing Games , game critic Rick Swan commented "There are few finer examples of historical RPGs than Privateers and Gentlemen, an elegant blend of tactical miniatures games and role-playing ... The game balances simplicity with detail to produce a vivid and compelling re-creation of naval warfare." Swan warned that the miniatures rules were fairly simple, noting, "hardcore wargamers may find these rules too simple for serious military simulations. However, they're quite exciting and easy to learn, complementing the dramatic elements of the role-playing game quite nicely." Swan did not like the random shipboard assignments, and suggested that players be allowed to choose their own assignments "with the referee reserving the right to veto inappropriate selections." As with other critics, Swan noted the "Poor organization and awkward editing" of the rules. Swan called the complete lack of scenarios on the referee since "both ship-to-ship engagements and role-playing are required to create a successful scenario." Swan concluded by giving the game a solid rating of 3 out of 4, saying, "Privateers and Gentlemen stands as an exceptional product by a designer who clearly knows his stuff." [2]

In his 1991 book Heroic Worlds, Lawrence Schick noted the Anglo-centric focus of the game, commenting, "The game is very strong on historical detail for those sailors who are in the Royal Navy or are English privateers, but weak for other nationalities." [1]

James Davis Nicoll in 2020 for Black Gate said "Having never played the game, the only impressions that remain with me are that it was very easy for an officer's career to go off the rails, consigned to half-pay or worse, and that one’s choices as to medical staff were limited to sadists, alcoholics, or alcoholic sadists." [12]

Other reviews and commentary

Related Research Articles

<i>Call of Cthulhu</i> (role-playing game) Tabletop horror role-playing game

Call of Cthulhu is a horror fiction role-playing game based on H. P. Lovecraft's story of the same name and the associated Cthulhu Mythos. The game, often abbreviated as CoC, is published by Chaosium; it was first released in 1981 and is in its seventh edition, with licensed foreign language editions available as well. Its game system is based on Chaosium's Basic Role-Playing (BRP) with additions for the horror genre. These include special rules for sanity and luck.

<i>Man, Myth & Magic</i> (role-playing game) Tabletop fantasy role-playing game

Man, Myth & Magic is a fantasy role-playing game originally published by Yaquinto Publications in 1982, now published by Precis Intermedia.

<span class="mw-page-title-main">Chill (role-playing game)</span>

Chill is an investigative and modern horror role-playing game originally published by Pacesetter Ltd in 1984 that captures the feel of 20th-century horror films.

<i>Space: 1889</i> Steampunk tabletop role-playing game

Space: 1889 is a tabletop role-playing game of Victorian-era space-faring, created by Frank Chadwick and originally published by Game Designers' Workshop (GDW) from 1989 to 1990. It was the first roleplaying game to feature space colonization using steam technology in the style of Jules Verne, H.G. Wells, and Arthur Conan Doyle in what would later be called steampunk. The setting of Space: 1889 has not only produced roleplaying games, but boardgames, books, miniatures and a computer game.

<i>Palladium Fantasy Role-Playing Game</i> Tabletop fantasy role-playing game

The Palladium Fantasy Role-Playing Game is a fantasy role-playing game published by Palladium Books in 1983.

<i>Aftermath!</i> Science fiction tabletop role-playing game

Aftermath! is a role-playing game created by Paul Hume and Robert Charette and published in 1981 by Fantasy Games Unlimited.

<i>The Gem and the Staff</i> Dungeons & Dragons adventure module

The Gem and the Staff, by John and Laurie Van De Graaf, is an adventure module for the Dungeons & DragonsExpert Set. Rather than being a typical group adventure, The Gem and the Staff was designed for head-to-head tournament-style play, with players separately playing the same adventure and competing against each other for points earned by accomplishing certain goals. The adventure is only playable with one dungeon master (DM) and one player.

<i>Polymancer</i> Canadian roleplaying games magazine

Polymancer was a magazine covering roleplaying games and related hobbies such as miniatures, wargaming, and LARPs. The magazine was published in Canada by Polymancer Studios Inc. It was distributed across the United States, across Canada, in the UK, in Australia, and in New Zealand, as well as having hard copies archived with Archives Canada. The first issue was published in 2004 and it ran for 32 issues.

<i>Treasure Hunt</i> (module) Dungeons & Dragons adventure module

Treasure Hunt is an adventure module for the Advanced Dungeons & Dragons (AD&D) role-playing game, written by Aaron Allston for the 1st edition Advanced Dungeons & Dragons (AD&D) rules. The player characters must evolve into their roles as the adventure progresses, beginning as slaves on a galley who become freed after a shipwreck on an island where orcs and goblins contend over a treasure. The adventure received a positive review from White Dwarf magazine.

<i>Swordbearer</i> (role-playing game)

Swordbearer is a fantasy role-playing game published by Heritage Games in 1982, and then republished by Fantasy Games Unlimited (FGU) in 1985. The game featured a number of original innovations, but despite good critical reception, it failed to find an audience under either publisher.

<i>Desert of Desolation</i> Dungeons & Dragons adventure module

Desert of Desolation is a compilation adventure module published by TSR for the Dungeons & Dragons (D&D) fantasy roleplaying game. It combines three previously published individual modules: Pharaoh, Oasis of the White Palm, and Lost Tomb of Martek. The modules were made for use with the first edition Advanced Dungeons & Dragons (AD&D) rules. Pharaoh was created by Tracy and Laura Hickman soon after the couple married in 1977, and published by TSR in 1982. Oasis of the White Palm was a collaboration between Tracy Hickman and Philip Meyers, and Hickman wrote the Lost Tomb of Martek on his own; both were printed in 1983.

<i>The Veiled Society</i> Dungeons & Dragons adventure module

The Veiled Society is an adventure module for the Basic Rules of the Dungeons & Dragons fantasy role-playing game published in 1984. The adventure's product designation is TSR 9086.

<i>Powers & Perils</i> 1983 fantasy role-playing game

Powers & Perils (P&P) is a fantasy role-playing game published by Avalon Hill in 1984. The highly complex game was Avalon Hill's first foray into the role-playing game market, and proved to be a commercial failure.

<i>Daredevils</i> (role-playing game) Tabletop role-playing game in the pulp genre

Daredevils is a tabletop role-playing game published by Fantasy Games Unlimited (FGU) in 1982 that is meant to emulate pulp magazine fiction of the 1930s.

<i>Puppets</i> (module) Dungeons & Dragons adventure module

Puppets is an adventure module published by TSR in 1989 for the fantasy role-playing game Advanced Dungeons & Dragons.

<i>Gangster!</i> 1979 Prohibiton-era role-playing game

Gangster! is a role-playing game published by Fantasy Games Unlimited (FGU) in 1979 that is set in the 1920s in Chicago during the American Prohibition..

<i>Skull & Crossbones</i> (role-playing game) Tabletop pirate role-playing game

Skull & Crossbones is a role-playing game published by Fantasy Games Unlimited (FGU) in 1980 in which players take on the roles of pirates.

<i>Psi World</i> Tabletop science fiction role-playing game

Psi World is a science fiction role-playing game published by Fantasy Games Unlimited (FGU) in 1984 that takes place in a near-future society in which certain individuals have psionic powers.

<i>Timeship</i> (role-playing game) Tabletop science fiction role-playing game

Timeship is a role-playing game published by Yaquinto Publications in 1983 in which the players role-play themselves as time-travellers.

<i>Palladium Fantasy RPG Book 3: Adventures on the High Seas</i> Tabletop role-playing game supplement

Palladium Fantasy RPG Book 3: Adventures on the High Seas is a role-playing game supplement for Palladium Fantasy Role-Playing Game published by Palladium Books in 1987. An updated edition was published in 1996.

References

  1. 1 2 3 4 5 6 7 Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 267. ISBN   0-87975-653-5.
  2. 1 2 3 4 5 6 7 Swan, Rick (1990). The Complete Guide to Role-Playing Games . New York: St. Martin's Press. pp. 163–164.
  3. Kohnen, John. "The Nautical Fiction List". California Maritime Academy. California State University. Retrieved 2014-08-02.
  4. Appelcline, Shannon (2011). Designers & Dragons. Mongoose Publishing. ISBN   978-1-907702-58-7.
  5. "Privateers & Gentlemen". Guide du Rôliste Galactique (in French). 2009-05-08. Retrieved 2023-11-28.
  6. "The Latest Word". Imagine. No. 14. May 1984. p. 13.
  7. Fannon, Sean Patrick (1999). The Fantasy Roleplaying Gamer's Bible. Jacksonville: Obsidian Studios. p. 141.
  8. Rafm Company, Inc. 1986 Catalogue. (Canadian, gold cover)
  9. Rolston, Ken (December 1983). "Yo ho ho, Horatio!". Dragon . No. 80. pp. 62–64.
  10. Waddelow, Ian (November 1983). "Open Box". White Dwarf . No. 47. p. 14.
  11. Vialls, Jane (May 1987). "More Deadly Than The Male". Adventurer. No. 4. p. 8.
  12. https://www.blackgate.com/2020/06/10/stormbringer-stargates-and-fighting-sail-ten-classic-unplayed-rpgs/