kyonshi <
gmk...@gmail.com> wrote in
news:tm8b8a$2j89a$
1...@dont-email.me:
> On 29/11/2022 16:45, Jibini Kula Tumbili Kujisalimisha wrote:
>
>> I've never played it (and never would, these days, because I
>> don't have the attention span to figure out rules that
>> complicated any more), but it's typical of the rather crunchy
>> games Fantasy Games Unlimited (who are, amazingly, still
>> around) published in the late 70s/early 80s. I do own a copy
>> (in PDF), but haven't done more than skim the rules in decades.
>> I have a vague memory of there being rules for determing how
>> (not if) drunk your ship's doctor is if your character is
>> injured (and having read a few contemporary sources on what
>> shipboard life was like at the time, I know where that comes
>> from).
>>
>> It was never a particularly popular game, though Heart of Oak
>> (which is a miinatures game, not a boardgame) had its fans back
>> in the day.
>>
>
> It's my understanding that they started out with Heart of Oak
> and then branched it out into a roleplaying game, similar to how
> Chainmail and Dungeons and Dragons interrelated (disregarding
> the fact that people mistook DnD for a standalone game).
> I actually do wonder if I could get a game up, but I don't know
> if it's really worth it. As fascinated I am with the game, it's
> neither my favorite genre of fiction, nor does the system seem
> really that great. But it would be an interesting little detour,
> and I haven't played much lately.
Heart of Oak was first, and it is a standalone miniatures game.
Privateers & Gentlemen was the RPG supplement to it.
>
> There are actually a lot of of small, but tiny companies that
> somehow survive even nowadays. I think they all got a boost with
> the interest in older games, and the possibility of just
> publishing pdfs on drivethru, or just throwing them as POD
> titles on Amazon and Lulu. I assume this is what happened with
> this title as well.
When I looked at the Amazon link, I was surprised that it was offerd
by the author, rather than FGU. I suspect that if you asked both
Williams and Scot Bizar at FGU who owns the rights to the game, you'd
get different answers. But Bizar used fairly standard *book*
publishing contracts, rather than the most extensive contracts other
gaming companies used, and the termination clause in it apparently
gets very fuzzy. When he unambiguously lost the rights to Chivalry &
Sorcery (Wilf Backus was an attorney, and knew *exactly* what he was
doing), Bizard rushed to get everything he could up for sale
*somehoe* to preserve his rights. Even though he had effectively been
out of business for years, with old stock gathering dust in his
garage. But we're in a renaissance of "old school revival" games now,
so FGU might well be a viable business again.
>
> The game itself is definitely one of those where someone was
> really more interested in the genre/history of the topic than
> they were about making a usable game. I've encountered a lot of
> those over the years. One of my favorite examples is the Macross
> II RPG, where only three sourcebooks in they finally tried to
> solve the question what you even were supposed to do outside of
> having giant robot fights. Clearly the whole core book and first
> supplement were written only because someone really wanted to
> stat out those robots from the OVA series (which never took off
> and was being ignored by everyone else immediately).
> This game seems like the work of someone who really got into the
> subject matter and wanted to show it somewhere. Well, the author
> also did publish a few novels set in "the Age of Fighting Sail".
>
It's pretty clear Williams is a history buff of the era, and
everything, games and books, is part of that.