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A Bit of History #4: My Favorite Era in History

A Bit of History
As a historian and archeologist I am often asked what era in history I would want to live in. My short answer is, right now. I like my AC, modern health care, iPod, etc... The long answer is, if I had to go back and live a different life in a different era, I would choose to serve in the British Anti-Slave Trade patrols during the middle of the 19th century.

An odd answer, sure, but a well founded one. The draw for me comes from a combination of growing up a navy brat and having ancestors involved in the Underground Railroad. From 1808 to 1860, the British Navy maintained a constant patrol of the West African coast in order to stop the slave trade. During this period, 150,000 slaves were freed. These operations were carried out largely by smaller vessels, frigates and sloops of war.

As a gamer, this era presents a fertile ground for role-playing. The villains are evil, there's swashbuckling adventure on the high seas, exotic ports o'call and small independent commands. Action can take place at sea or on land and involve a host of possibilities. Using this little known era as an example, let's look at how we can translate it from the history books to the gaming table.

From the Seas to the Table

First, this will be a military campaign, but one that focuses on a small number of men. I would recommend a sloop of war, thus giving a crew of around 120, commanded by a master and commander, as opposed to a post captain (though the person would be addressed as Captain). Have the PC's start as mates to warrant officers and work their way up, or alternately go the Star Trek and have a captain and his senior officers. Remember that not all players take kindly to giving or receiving orders from fellow PC's.

A sloop of war is a small ship, averaging 425 tons, with only ninety or so feet of keel and a beam (width) of around 30 feet. These ships drew less than ten feet of water. Armament consisted of less than twenty cannon, most in the 18 to 36 pdr range. Thus your ship will have significant firepower when compared native vessels and most slavers. You will be able to make land in small inlets and coves, as well as navigate the larger rivers. You are sleek, fast and stingy (not unlike the classic pirate ship). Before 1840 your ship will not be steam powered, and steam will come slowly. This means a great deal of sailing, and would be helpful for at least the GM to have some nautical lore.

For the most fun, set the campaign after 1835, the year that the laws were changed and even possessing slaving equipment was illegal. Thus, you can take suspected slavers if they didn't have any human cargo onboard. This gives you five solid years before the introduction of steam, long enough for most campaigns.

Adventuring with the West African Squadron

There should be some tense pursuits punctuated by a hot skirmish, as well as cat and mouse games along the coast. The goal is to take, not sink the slaver, in order to free the slaves and maybe gain a little prize money or booty. Slavers were classified as pirates at the time, and thus faced trial and execution. Naturally, they tried to run away or put up a brisk fight. Some slavers were chased clear across the Atlantic to the Brazilian Coast, and operations were extended into East Africa, North Africa and the Indian Ocean.

You don't need to limit yourself to hunting down slavers on the high seas. Your doughty sloop may well be called on to escort a diplomat inland to make a treaty with an African king, rescue a lost expedition (and the missionary's lovely daughter), or chart an unknown coast. Several slave ports, with their attached fortresses were assaulted from land and sea, thus making for a bit of commando style daring-do.

Of course sailors can't spend all their time on duty. Ships, especially those sailing in tropical waters, will need to put into port (Freetown in Sierra Leone being the most popular) for repairs and refitting. Crews will need to be rested and a dockside bar is just the place. Naturally, there will be a brawl, or possibly a rumor of ancient treasure in the steaming jungles. Intrigue can abound, just move the race for Africa up fifty years and you can bring in the French, Belgians and Germans.

When your players take a slave ship and lead the slaves onto the deck and into the bright light of freedom, after they've seen the suffering and death, fed and clothed their charges, maybe they will be moved. Maybe a memorable moment at the table made. Maybe, you'll then have your own Bit of History.

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