Crimson Cutlass
In this game Rahm and Hilmer take their "Free-style"/"Quick & Dirty"
game system to it's maximum extent. Three 5"x8" perfect bound books,
accompany a homemade tarot deck, in this boxed set published in the
1989 edition (original edition was published in '79). The box is decorated
with colored line art of low quality, and conveys the swashbuckling
subject matter of the game. The books are well bound, card stock covered,
with the same line art of pirates burying treasure, and are identified
one their covers only as "Book One", two and three. This three-book
format is standard for Better Games. Book one contains all of the rules,
book two provides for creating scenarios and three handles encounters.
All of the interior art is sketch, line art of low to average quality,
but appropriate to the general theme of the game.
The scope of the campaign possibilities extends way beyond pirates
and musketeers. The rules extend into large-scale military engagements
on land and sea. As with other Better Games products, characters are
described by traits, which they either possess in excess of normal or
are just considered average. For Crimson Cutlass the traits are: Dashing,
Cunning, Stout, and Lordly. From these traits, players select backgrounds
(Soldier, Commoner, Aristocrat, and Noble) and from their background
they choose skills (fencer, briber, goldsmith and equestrian for example).
Skill level advancement is achieved by completing a number of ignobles
during adventures, as in Better Games' other products. These are intended
to promote good role-playing and include things like; personal risk,
tale-worthy experience, savoir-faire, duels, and profiteering. All this
and rules for resolving every possible scale of conflict are contained
in the first book. The Spanish tarot deck (home made cards included)
provide nearly all of the randomization and nearly everything is available
randomized.
I find Better Games' character creation and task resolution systems
innovative and original, but almost too different for the average player.
For me, the greatest value of their products is in the Scenario and
Encounter books. Within these pages are table after table of randomized
story lines that can be used to create logical and comprehensive adventures
for any game system in the genre. Especially if you are not one for
long drawn out and complicated adventure sequence resolutions, these
tables will whisk you through the adventures without loosing excitement
or suspense. Whenever you are at a loss for a sidetrack or random adventure
encounter, 5 minutes with these books and a story unfolds in playable
detail.
Style: 2 (Needs Work)
Substance: 5 (Excellent!)