• Privateers and Gentlemen

    From kyonshi@21:1/5 to All on Tue Nov 29 14:41:53 2022
    I came across this game recently (it's on Amazon as a POD title) and I
    am fascinated with it, even though it is severely limited in what it
    actually can and wants to do. The game is a bit murky on release dates,
    but the version I have seems to be a rerelease of a 1983 2nd ed. boxed set. Like really old DnD this is a wargame (in this case a naval wargame
    called Heart of Oak) combined with a roleplaying system.
    The RGP section gives you the choice between playing a British naval
    officer... and an American naval officer. Also technically privateers of
    any nation, and one could easily hack the navy of another nation in
    there, but that's not what this was intended for.
    The rules are supposed to emulate a time period between 1750 and 1820
    and only concern themselves with whatever would be connected to the
    career of a naval officer. There is barely anything about what one could
    do outside of port (one option is to buy a borough and become a Lord),
    and even the encounters in port are geared towards whatever a Navy
    officer would be interested in (potential marriage candidates for a good
    match for example). There is lots about the organisation of the navies
    of the time, including a lot of technical information. What is missing
    is everything around it though.
    I find games like this fascinating because they give the rules, but they
    do not even given a hint of an idea how this game is supposed to be
    played. There are no proper scenarios in there, there is no hint as to
    what you are supposed to do, you are just supposed to... start playing a
    naval officer. I guess reading Hornblower before helps (or the novels by
    the game's author).
    There are a few scenarios available on drivethrurpg, but in the rulebook
    itself there's nothing.
    I assume this game was intended to spread via word of mouth, or after
    playing on conventions, but I am not really sure this ever could have
    taken off. Considering I only ever came across this when I found a
    reissue on Amazon, I don't think this ever was really successful.

    Anyone have experience with this?

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Jibini Kula Tumbili Kujisalimisha@21:1/5 to kyonshi on Tue Nov 29 08:45:50 2022
    kyonshi <gmkeros@gmail.com> wrote in
    news:tm5273$29am0$1@dont-email.me:

    I came across this game recently (it's on Amazon as a POD title)
    and I am fascinated with it, even though it is severely limited
    in what it actually can and wants to do. The game is a bit murky
    on release dates, but the version I have seems to be a rerelease
    of a 1983 2nd ed. boxed set. Like really old DnD this is a
    wargame (in this case a naval wargame called Heart of Oak)
    combined with a roleplaying system. The RGP section gives you
    the choice between playing a British naval officer... and an
    American naval officer. Also technically privateers of any
    nation, and one could easily hack the navy of another nation in
    there, but that's not what this was intended for.
    The rules are supposed to emulate a time period between 1750 and
    1820 and only concern themselves with whatever would be
    connected to the career of a naval officer. There is barely
    anything about what one could do outside of port (one option is
    to buy a borough and become a Lord), and even the encounters in
    port are geared towards whatever a Navy officer would be
    interested in (potential marriage candidates for a good match
    for example). There is lots about the organisation of the navies
    of the time, including a lot of technical information. What is
    missing is everything around it though.
    I find games like this fascinating because they give the rules,
    but they do not even given a hint of an idea how this game is
    supposed to be played. There are no proper scenarios in there,
    there is no hint as to what you are supposed to do, you are just
    supposed to... start playing a naval officer. I guess reading
    Hornblower before helps (or the novels by the game's author).
    There are a few scenarios available on drivethrurpg, but in the
    rulebook itself there's nothing.
    I assume this game was intended to spread via word of mouth, or
    after playing on conventions, but I am not really sure this ever
    could have taken off. Considering I only ever came across this
    when I found a reissue on Amazon, I don't think this ever was
    really successful.

    Anyone have experience with this?

    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.

    --
    Terry Austin

    "Terry Austin: like the polio vaccine, only with more asshole."
    -- David Bilek

    Jesus forgives sinners, not criminals.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From kyonshi@21:1/5 to Jibini Kula Tumbili Kujisalimisha on Wed Nov 30 20:34:33 2022
    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.

    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.

    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".

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Jibini Kula Tumbili Kujisalimisha@21:1/5 to kyonshi on Wed Nov 30 13:25:37 2022
    kyonshi <gmkeros@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.

    --
    Terry Austin

    "Terry Austin: like the polio vaccine, only with more asshole."
    -- David Bilek

    Jesus forgives sinners, not criminals.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From kyonshi@21:1/5 to Jibini Kula Tumbili Kujisalimisha on Thu Dec 1 11:09:43 2022
    On 30/11/2022 21:25, Jibini Kula Tumbili Kujisalimisha wrote:


    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.

    Oh, but then the question actually is if FGU even can publish this stuff electronically. The whole ebook publishing rights discussion gets
    incredibly murky at times. It might be that one of them does indeed not
    have the rights to publish it, but I bet nothing is ever going to come
    of that, because even with the old school revival, Privateers and
    Gentlemen is not a title that will sell more than a handful of copies.
    Not enough for either side to afford the legal costs, unless they are
    really, really mean it.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Jibini Kula Tumbili Kujisalimisha@21:1/5 to kyonshi on Thu Dec 1 09:18:42 2022
    kyonshi <gmkeros@gmail.com> wrote in
    news:tm9uh8$2pb3h$2@dont-email.me:

    On 30/11/2022 21:25, Jibini Kula Tumbili Kujisalimisha wrote:


    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.

    Oh, but then the question actually is if FGU even can publish
    this stuff electronically.

    Whether they legall can or not, they are doing so. All the P&G
    stuff on DriveThru is from FGU, not Williams.

    The whole ebook publishing rights
    discussion gets incredibly murky at times.

    Especially when dealt with by amateurs on all sides.

    It might be that one
    of them does indeed not have the rights to publish it, but I bet
    nothing is ever going to come of that, because even with the old
    school revival, Privateers and Gentlemen is not a title that
    will sell more than a handful of copies. Not enough for either
    side to afford the legal costs, unless they are really, really
    mean it.

    The only opinion really matters is the jury's, and getting it would
    cost both sides $100k in legal fees, so yeah, it's unlikely to ever
    be resolved.

    But I suspect that if Scott Bizar really cared, he could make
    enough of a stink for Amazon to take down the listing. I also
    suspect that the number of sales he gets on the stuff is too low to
    even be worth filing a DMCA takedown.

    --
    Terry Austin

    "Terry Austin: like the polio vaccine, only with more asshole."
    -- David Bilek

    Jesus forgives sinners, not criminals.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)