Flashing Blades
Role-Playing in
Seventeenth Century France

Game Review

Reviewed by Jason Bock


Designed by Mark Pettigrew
Fantasy Games Unlimited P.O. Box 182, Roslyn, NY 11576 Released: December, 1984
Catalog No. 2101
Price: $12.95
Complexity: Intermediate
Solitaire Suitability: Low
**** 1/2

"All for one and one for all!"

Flashing Blades, from Fantasy Games Unlimited, shines by capturing the sense of excitement and romantic glory which glimmers in this period of the world's history. The game elegantly combines an excellent playing system with a good historical interpretation.

Flashing Blades is a skill-based game, where characters acquire individual skills of their own choosing. Characters begin with a smattering of the usual attributes: strength, dexterity, endurance, wit (that must be French for intelligence!), charm, and luck. Nearly every other statistic or consideration for the character is based on a "ten" modified by combinations of various attributes like hit points, encumbrances, and skills. After figuring physical and mental make-up, characters may choose one of four backgrounds: rogue, gentleman, soldier, and nobleman. Each has well-balanced advantages and disadvantages. Skills which relate to the period are then chosen. Combat skills allow for a wide range of tastes, particularly for the soldier.

An interesting new concept in character generation occurs with the secrets and advantages of a character. Included are some interesting ideas and special abilities like the Renaissance man and characters with hidden identities and loyalties. These secrets and advantages allow the Gamemaster (GM) to throw twists and turns into encounters and campaigns, even with new characters.

The real charm of the game occurs in the combat system. it is the most realistic system I have seen yet, but it does not sacrifice simplicity for realism. It was tough at first to understand the system, but once 1 got the hang of it, it flowed. Each combat turn, a character can perform two actions or one long action. For choices, a player may take a movement, attack, defense, counter, or miscellaneous action. Movement is pretty standard. Attack actions include unarmed assaults like punches, kicks, and tackles; armed attacks like lunges and slashes; and missile attacks. For firearms, a player may use obsolete bows, swords, and knives. Defensive actions are either evasive physical movements or parries. Miscellaneous actions are mundane maneuvers like reloading.

One unique feature of the combat system is the reaction parry. The reaction parry allows characters to make an automatic parry at a deficit against all incoming attacks. Damage is assessed by location; various locations are critical and take less damage. Unfortunately, though the game continually stresses that killing is not an emphasis, it is nearly impossible not to kill some one if you try to render him unconscious. Other than a few minor flaws, the combat system works effectively, quickly, and realistically.

Further pages of the rule book go into various period occupations which allow for campaign play. These sections are both detailed and historical, providing players methods by which they can add to their characters in a relatively short period of time.

The game comes pleasantly packaged, but unfortunately much of the art, particularly on the box, doesn't convey the sense of excitement I received in playing the game. One book contains the rules and some brief historical notes. An accompanying book houses some sample adventure ideas which proved useful. Also included were a beneficial, durable character sheet and a GM's screen. The inclusion of the screen really impresses me, as I'm becoming tired of waiting a year for a screen to come out for my favorite games. Overall, the components look good.

I enjoyed playing Flashing Blades more than any other game in the last couple of years. The mechanics of the game are unique and realistic enough to allow for respectable play, while keeping the door open for player input.

This game is enjoyable. I even had a good time gamemastering Flashing Blades, an unusual occurrence for me. The game captures the spirit of the works of Alexander Dumas. I honestly felt the rapier in my hand as I swung out the window, off a chandelier onto my horse. With good gamemastering, this is the sort of game that you want to play as much as possible. I know I do.

The rule book is organized well, with few of the ever menacing "this is explained in the next chapter..." or "see page..." Instead, everything is explained right where it is needed. The book is good reading, is less technical than many other games, and uses words effectively.

The game is not one of dice rolls, requiring players to figure out how their skills are effective. Flashing Blades does not have pages of charts. Players and GMs must make some of their own decisions. what a shocking idea!

I have described the game as intermediate, but that isn't completely true. Flashing Blades is actually very well suited for beginning players. The game does, however, need a highly experienced GM. The game, though wellwritten, is designed entirely from the viewpoint of the player. There is no practical information for the GM.

Consequently, a novice GM will probably have problems putting together a wholesome adventure, and the game will not live up to its potential. Simplistic dungeon adventures will not work here; political intrigue is a must.

Flashing Blades is a historical game, which lives up to its historical standards. Though the game does tend towards romanticism, it fulfills its promise of role-playing in seventeenth century France. It is a shame that there aren't more games of this caliber about. Oui, Oui, Monsieur Pettigrew; oui, oui FGU!

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© Copyright 1985 by Dana Lombardy.
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