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_______The_____________________________
iPlundering Time_
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Game Master’s Guide
Thomas Murphy
2018
thomasdmurphy30@gmail.com
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Introduction 3
Scenario Overview 3
Scope 3
Theme 3
Default Campaign Overview 3
The Roles 4
The GM’s Job 5
Setting Up 5
Powers 5
Combat 6
NPCs 6
Skills 7
Muskets 7
Language 7
Labor 8
Geography 8
Mercantilism 8
Literacy 9
Using Soft Skills 9
Introduction
Scenario Overview
The game is set in the early years of England’s Maryland colony. Maryland was
established by the Lord Baltimore Cecil Calvert as a sanctuary for England’s persecuted
Catholic population, but religious tension, border disputes, and trouble with native populations
marred the fledgling colony’s first decades. This all came to a head when the English Civil War
broke out, which brought fire and turmoil to Maryland’s capital city, and nearly destroyed the
colony itself.
Your story begins just as this historic conflict reaches the shores of the Chesapeake
Bay, and the player characters will be forced to make difficult decisions in a deadly world about
survival, flight, and rebuilding.
Scope
The game as its described below is intended to lead the DM and players through an epic
journey through Southern Maryland and potentially several years of in-game time. Smaller
stories are possible as once off’s, but require individual development and research.
Theme
This period in Maryland is very exciting from a historical perspective because it is a
unique example of a time when the feudal systems of the old, medieval world, were forcibly
supplanted by new, democratic, and enlightenment period systems. The overall theme of this
game and its campaign is one in which a class of “Gentlemen” is no longer entitled to success
by virtue of its birth, nor is a class of “servants” doomed to dredgery where entrepreneurship
may save them.
The Roles
There are seven classes in The Plundering Time, each with its own key strengths. Unlike
a traditional fantasy RPG, these classes are based on the real life social, economic, and racial
divides that would have been used to group peoples in 1600s New World society. Class affects
skills in the beginning, but players will be free to choose any way to upgrade their characters, in
keeping with the world’s theme, which is that this time of turmoil shattered Maryland’s traditional
class-based feudal system.
The thing most affected by class choice will be the relationship between PCs. Servants
and masters, warring native tribes, and different religions will all affect how the game should
unfold.
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Setting Up
1. Players should use the character sheet Spreadsheet
2. Begin by choosing your character traits
a. Name
b. Class
i. Class stat bonuses are automatically filled into the points section
ii. Class item bonuses are not automatic. Roll 1d20, only a critical
success earns the Class bonus item
c. Religion
i. Religion has no gameplay effect and is entirely for RP.
ii. Puritans hate Catholics
iii. Catholics are strongly disliked by Protestants
iv. Jesuits dislike Protestants and are fearful of Puritans
d. Race
i. Race has no effect on gameplay and is entirely for RP.
ii. Any Race can be any class, though realistically, Indian classes
should be native, Gentleman should be English, servants should
be English, Irish, or Scottish, Jesuits should be English, and
Slaves could be from anywhere.
e. Attribute points
i. Players can distribute the number here across any attributes. Odd
numbers work best as they encourage specialities.
ii. Attribute distribution determines skill point availability.
f. Skill points
i. Skill points are color coded to show which attribute they belong to.
ii. Skill points can be distributed freely
Powers
1. A new power is chosen every third level, ie, levels 3, 6, 9, 12
2. Players do not get a power on character creation.
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NPCs
1. NPCs can and should be made up by the DM as situations arise that need them.
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2. Personality and objectives can be decided by the DM, but it would be a good idea
to mind historical biases- who hates who? This will deepen roleplay.
3. It’s a good idea to let an NPC join the PCs from the beginning, who may act as a
guiding source of information
4. When making a new NPC, roll a 1d20 and add the highest PC level
Skills
Muskets
1. Muskets are slow, clumsy, and dangerous. For those reasons, musket combat
works differently than any other combat type in the game.
2. Matchlock muskets
a. This game will use the common matchlock musket system
i. Powder is inserted into the barrel along with a musket ball and
packing
ii. Powder is added to a small flashpan at the back of the rifle.
iii. A burning length of rope is attached the trigger mechanism
iv. Pulling the trigger sends the burning rope into the flashpan,
igniting the powder in the barrel to fire the ball
b. Loading a musket in-game
i. Muskets can be readied immediately before battle, but not much in
advance. The apparatus involves dry powder and burning rope- it
wouldn’t be safe or practical to carry it around at the ready
ii. Loading a musket in battle
1. A player must roll a combined sum of over 15, adding
musket skill to the roll. At 1, the shot will be loaded and
ready to fire. This may take 1 turn, it may take 2 or even 3.
2. Once loaded, player again rolls again to fire. This is a
simple fifty-fifty roll. Since there is no conceivable way to
protect against a musket roll, EDL is irrelevant.
a. Player must roll a 1-10 to succeed. 11-20 is a miss.
b. Muskets were incredibly inaccurate weapons, and
this 50/50 chance reflects that
3. A critical success allows a load and shot in one turn.
Language
1. Colonial Maryland would have had several active languages at any given time,
and the game wants to convey the difficulty that would have presented.
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a. Characters who do not share a natural language, and have not developed
language skill cannot speak to each other.
b. Players must apply their language skills points to individual languages on
the Character Sheet
c. Language skills are developed by awarding it points. Diplomacy skill is
negatively impacted by the non-fluent deficit.
i. Fluency begins at 5
ii. If a player has a 3 in language, but a 6 in diplomacy, diplomacy is
Diplomacy - 2 * ( 5(fluency) - 3 (actual skill) ) = 2
2. Concessions will occasionally need to be made. Use good judgement.
Labor
1. Labor is the skill that allows players to do hard work
2. Money can be earned from hard work
3. Gutting, cleaning, and repairs all require labor skills. Farming of any kind requires
labor skills. Building requires labor.
a. Late game campaign requires building. A party with no labor skills will
have a poor fort that cant be defended well
b. High skills produce higher yield. Ie, a 3 in Labor can gut and clean meat,
but it won’t be enough for the whole party and it won’t last the whole day.
Geography
1. This is a players knowledge of the land and the people in it
2. The GM can point out new areas on the map for each new Geography point.
3. Rolling a d20 at the beginning of battle (unless ambushed) can allow a terrain
advantage.
a. The roll must beat the EDL.
b. It will give a permanent +1 to all rolls for this Player.
Mercantilism
1. This is how well a PC can negotiate for a good price.
2. Roll a d20 against the NPC’s Defense Level, adding skill
a. A success earns a 5% change in the price in the player’s favor
b. Two mercantile attempt failures result in the merchant refusing to do
business
3. Item values are found in the sheet “Item values”
a. Vendors can charge whatever they like, and it may depend on their
religion, race, and relationship to the PCs what they decide to charge.
b. This is ultimately up to the GM
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Literacy
1. Can you read? Reading was an uncommon skill in these times, and usually only
clergy and gentlemen could read. In the game, reading is used to interpret notes,
maps, and directions.
2. Some notes may only be available in Latin. Players cannot read this without
relevant language skills.
Leveling Up
1. Players can level up every 100 experience points.
2. Leveling up can be done by changing your level on the character sheet.
3. One new power becomes available every third level.
Fatigue
1. Fatigue begins to set in after any combat. Fatigue causes a -1 to all stats.
2. If player engages in combat while fatigued, or does not sleep in a bed, the PC will
become Exhausted.
3. Exhausted causes a -3 to all stats.
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Hunger
1. Players should eat twice per in-game day.
2. Failure to eat causes a -1 per skipped meal.
a. Food can be bought in towns, fished, or hunted.
b. Nature skills are required for successful hunting and fishing
Repairs
1. Critical fails can often cause equipment to break. If this happens, players will
need to pay or do the repairs themselves.
a. Weapons can break in two ways: Worn out or broken
i. Worn out causes a -1 to all weapon damage
ii. Broken causes a -5 to all dice rolls
2. Repairing simple equipment requires Labor skill of 5 (fishing poles, tools, etc)
3. Repairing complex equipment (muskets, swords) requires a skill of 10 or above.
4. For the sake of gameplay, repairs are instantaneous.
Managing Difficulty
1. The enemy sheet in the Google Sheets document has enemy stats for you to
use, however you may want to adjust them
a. Experience earned is affected by the character level. Going to the
character sheet and changing the character level will adjust how much
experience should be earned by each enemy.
b. If enemies are too difficult or too easy, just change their listed EDL.
2. Combat can be brutal. If your players are dying too easily, adjust EDL
Managing Needs
1. If hunger and fatigue mechanics are wearing your players out, just drop them.
This is a game. I just wrote it the way I want to play it!
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