A tabletop gaming blog, with a vague bias towards Central/Eastern Europe and the Early Modern period.

Thursday, November 12, 2020

Renaissance Occultism Skirmish Ruleset Concept

 Years ago, I bought a tabletop RPG that uses Tarot cards as its primary resolution mechanic. This inspired me to buy a deck of them, and also to start reading about their history. I was delighted to learn that their documented origins (if not the cartomancy traditions that grew up around them) go back to the Italian Wars, a period that already interested me for other reasons.

One thing lead to another, and I started to brainstorm ideas for a Renaissance-era wargame that could incorporate some of the more esoteric aspects of the era's culture. I have now written enough rules for it that I've started to playtest, although it will be some time yet before it is worth sharing.

The current notion is that every warband has a core of four "initiates", inspired by the court cards of the Tarot, who practice, to varying degrees of success, some form of ritual magic. Each warband has a "King", representing a true renaissance man who is either the leader or the chief patron of the occult circle; a "Queen" of high intellectual or spiritual achievement; a "Knight" with fearsome physical prowess; and a "Page" that is a novice type character with room to improve. Reinforced by hirelings and the occasional summoned spirit, they battle other small groups of occultists over the wealth of esoteric texts, alchemical formulae, and ceremonial objects that have accumulated in and about the Italian Peninsula as a result of various historical currents of the final century of the medieval era.

Here are some examples of how I might represent these initiates with miniatures from my Italian Wars project (plus a few from other projects), from left to right in the order described above, followed by a spirit and a couple sample hirelings:




For my own solo playtesting convenience, they are roughly color-coded, but I probably wouldn't do that for the "real thing".

Generally speaking, D12s are used for "mundane" actions and Tarot cards for magical effects. I anticipate the games themselves being fairly quick (am playtesting on a 2ft by 2ft area), with much of the enjoyment coming from the campaign system (probably also Tarot-driven) that links them.

2 comments:

  1. That's not a bad idea. What Tarot are you using? My wife used to be into Tarot when she was younger and is looking at getting a set.

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    1. I'm using Rider-Waite-Smith for now, it has a nice vaguely medieval feel even though it's much more recent. Eventually ill probably get a Tarot of Marseilles deck, which I guess is closer to what would have actually existed in the renaissance.

      If I were doing readings only, I'd probably prefer my Crowley "Thoth" deck, it's beautiful.

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