David, Greg, Rod, Sam and I recently played our eighth session of Lace & Steel, a game weโve been playing for approximately five months. I want to write about the game, for myself, with an eye toward jump-starting my own critical reflection on roleplaying, which has suffered quite a bit in 2025.
Rod, whoโs GMing, selected the time and place of play: 17th century, the former German โfree cityโ of Strasbourg, now under French control. Europe is steeped in the unimaginable bloodshed of the Wars of Religion, with all its sectarian tensions still present, and more war on the horizon, but also the possibility that, in this particular place, weโve seen and survived the worst of it, and maybe have something else to look ahead to.
For a week or two in December, the Discord chat was a buzz of articles, maps and period paintings as we each tried to get a basic sense of the relevant political and cultural landscapes and, in parallel, identify material that would inspire us visually and situationally. Each of us has private standards for how much historical grounding we give a particular aspect of the fiction. Whatโs made our shared play of the historical material successful, I think, is that we prioritize its potential for inspiration, never letting historical fidelity get in the way of creating vivid sword & sorcery romantic adventure.
With that in mind, a quick summary of our characters:
โHans-Jacob (Greg): Illusionist and playwright for The Grey Ferrets, a troupe of bawdy street performers.
โKonrad (Sam): Protestant communitarian, now a painter.
โPierre (David): A cut-purse, whose calculating ex Elsa inducted him into the underworld.
โValentin (me): Aspiring soldier-of-fortune.
And around them, Rodโs constellation of NPCs:
โBustamante, leader of the bandits Hans-Jacob (Greg) used to run with
โEulalie, daughter of the Marquis dโAvallon, engaged to de lโOzรฉre, French military governor
โRosa Rรณsza, apocalyptic visionary that Valentin (me) is under the spell of
โThe Free Brethren, communitarian sect Konrad (Sam) was a member of
The politicized marriage of Eulalie and de lโOzรฉre has been the source of a lot of situational content. In a typically elegant bit of table design, Rod decided the gameโs notion of a โscenarioโ could be timed to city-wide events outside any one characterโs control. Our first scenario was bounded by Eulalie and de lโOzรฉreโs wedding. Our second by the โFestival of Loveโ (complete with piglets wearing cardboard wings) that Eulalie declared to celebrate her nuptials.
The procedures of Lace & Steel in motion are a thing to behold, each strong and nuanced on their own, but overlapping in fascinating ways. I may try my hand at a system diagram at some point, but for now, Iโll highlight five of interest. These various systems donโt lock together so tightly that the system can โplay itself.โ Instead, they each have a unique range of motion that permits them to overlap in cool ways (for instance, the outcome of a Skill roll impacting Self-Image, or oneโs profile of Ties/Antipathies suffering sudden change-ups in the midst of a duel).
First, the ever-shifting network of Ties, Antipathies, and Self-Image provides rich constraints for how characters relate to others and to themselves. As characters reveal themselves to each other, new opportunities arise to check for changes in Ties or Antipathies. Players are constantly wagering +1 or +2 to Self-Image on how their characterโs projects will turn out. In an early session, three of our four protagonists ended up at the same bar with a chorus of NPCs, each carrying various opinions of themselves from previous scenes. After the Carousing, Tie/Antipathy, and Self-Image rolls had fallen and their outcomes been narrated, we collectively realized that this social event had been as consequential, numerically, as a knock-down, drag-out brawl might have been in another game.
Not to discount area #2: straight-up brawls! The duels are dynamic and dangerous, packed with procedural material that practically volunteers itself as verbal choreography. Weโre playing with a single adjustment, made after multiple duels (for those who know the system: in our game, cards discarded as part of a Desperate Defense go to the defenderโs personal discard pile, rather than to the general pile, so that Desperate Defense takes a toll in exhaustion).
(Third, Iโm curious to observe how weโre orchestrating these complex social interactions. They have as much simultaneity as a Runequest combat, but there is no explicit procedure structuring IIEE. Iโd guess thereโs a big dollop of Tunnels & Trollsโ โroll everything and figure it out afterwardsโ in how weโre doing it, but Iโd like to attend to our logic more closely and learn whatโs working well.)
Fourth, the game is remarkably well-suited to exploring queer and homosocial character dynamics. I think Sam broke the seal on this by explicitly determining Konradโs sexual orientation in session two or three, but with the relational procedures, it was only a matter of time.
Fifth, from the perspective of dice probabilities, Skill checks look incredibly generous, with characters being relatively unlikely to fail. However, weโve noticed in practice that, because charactersโ motivations cross one another in complex and totally unpredictable ways, defeat often arises from someone else succeeding on their roll and having an unintentional impact on your characterโs endeavour. And of course thereโs no reason you canโt roll an 11 or 12 on two six-sided dice. When failure appears in this guise, Iโve noticed we tend to relish it and want to make it hit a little harder than we might otherwise.
To provide an example, Iโll zoom in on Davidโs character Pierre and track the interplay of these features over multiple sessions. Heโd attempted to capture the bandit-leader Bustamante during an attempted theft of wine meant for Eulalie and de lโOzรฉreโs wedding. Their duel hadnโt gone his way, and only the intervention of Hans-Jacob had saved him from getting skewered by the bandit. Since their first meeting was this weaving of crossed steel, David checked for the formation of a new Tie or Antipathy with Bustamante, and unexpectedly found Pierre strongly admiring (possibly head-over-heels?) for the man who had nearly murdered him and dumped his body into the canal.
Pierre was out of commission for a little while due to his wounds. When he was back on his feet, he offered his services to the bandit. The second scenario had begun; as part of her โFestival of Love,โ Eulalie had concealed a valuable necklace and commissioned a painting from Konrad (Sam) to serve as a clue in a city-wide scavenger hunt. Bustamante wanted to pilfer the necklace before the painting was unveiled, and asked Pierre to find it for him.
Pierre managed to find the location by shadowing Konrad. There was no love lost between them, as theyโd fought a duel of cutlass and improvised bar-chair when Konrad grew jealous of Hans-Jacobโs illicit relationship with Eulalie (I am having to drag my own hands away from the keyboard and choke them by the wrists to stop myself from writing a long aside about the cool things David, Greg, Rod and Sam did during this duel!).
When Bustamante demanded the location, Pierre tried to lie. David shared that, โI wanted Pierre to be able to go fetch it himself โ but I didn’t know what I was going to do with it yet. I just figured it would be better to have it and then decide, even if it was just for brownie points with Bustamante, but maybe I would think of something better once I had it.โ
Bustamanteโs demand created palpable uncertainty in the scene. David decided to roll to see if Pierre could act against his Tie with Bustamante, a roll that encapsulated the Tie, Bustamanteโs Charisma, Pierreโs self-mastery, and his Self-Image. It failed. Bustamante walked out with the necklace and no plans to see Pierre again.
Now, consider that all this happened in the midst of Tie/Antipathy changes between Pierre, Hans-Jacob, Eulalie, and Konrad. That Pierreโs interaction with Bustamante became material for the scene a few moments later, where my character Valentin tried to โsaveโ Pierre from Bustamanteโs influence by inviting him to join Rosa Roszaโs apocalyptic Protestant sect. And you start to get a picture of how well Lace & Steel suits the socially complex and character-driven play weโre enjoying right now.
5 responses to “Three Plus Two Musketeers”
I am looking forward to as much Lace & Steel posting and discussion as possible. In this case, I appreciate all the information, but it does grade into mainly describing or celebrating the game design. Since you opened the post by calling yourself to task about reflection, I decided to kick that particular ball here to continue that direction.
Specifically: if and when your character Valentin experienced anything in which Ties and Antipathies changed, and secondarily, if and when his Self-Image changed, and if that happened, whether any Drive and/or Charisma check came up.
Because in any of those cases, it’s really your decision regarding “Valentin does or says this, Valentin does or says that” which makes the system go, rather than the other way around. I’d like to know what you said at those times. … and what, in retrospect, it seems to you that you were expressing.
Yes, continuously! My play in the first scenario was shaped by two major failures that had me at the worst possible Self-Image (+3). Valentin had failed to sell some clockwork birds to Eulalie in a particularly humiliating manner, resulting in a +1 Self-Image, and with all the gambling in The Three Musketeers in mind, I decided this self-styled soldier of fortune would double down and try to sell the birds to Eulalie’s fiance de lโOzรฉre. This attempt also failed, resulting in the +3 Self-Image.
I decided Valentin was in a deep depression and would go to Rosa Rรณsza’s commune to escape his self-loathing (he told himself it was to escape the sinful world that will be destroyed in seven years). Before departing, though, he ended up in the big relational melee at the bar.
In spite of his hefty Self-Image penalty, Valentin managed to form reciprocal Ties with Konrad and a couple of Hans-Jacob’s actors. I’m kicking myself that I didn’t keep a better record of Ties/Antipathies, but the various Carousing and social rolls (including conversing interestingly about Konrad’s newest painting, and getting some theological pushback on his apocalyptic beliefs) ended up improving his Self-Image to +1.
If he’d gone to Rosa with the full +3 penalty, I would have played him as abjectly under her sway. Instead, I played him as vulnerable to suggestion but bolstered by the connections he made. As it turned out, his questioning of a mission she sent him on resulted in him becoming co-leader of the community (and having his first -1 Self-Image modifier in the game).
Here’s my summary of my understanding of these rules. The Ties/Antipathies do operate independently of the Self-Image, but there are ways for the two sets to loop into one another too. Let me know if I’ve missed or misunderstood anything.
I’m going to hit a bit harder, maybe too hard: as described, your play seems a little bit thespian, compliant with cues. Which is fine as one part of the process, but the other part, the extent to which you do things of your choosing in context of the changes, is less apparent. The most obvious would be doing something which generated a penalty from a Tie or Antipathy, but I’m really thinking about doing things which are not relevant to any of them, for which you’d have no special modifiers. The nigh-infinite space of whatever you might do outside of the little looping boxes of these mechanics, when you want to. The question is whether you utilize that space or stay within the cued parameters.
Hashing through it here probably isn’t useful. Instead, I think you can look it over and toss it away if it doesn’t apply, or maybe it will in some way later.
I borked that file at first posting! The Ties/Antipathies never act as modifiers directly to actions. To act contrary to their content, you must succeed in a Drive check, which is modified by the Tie or Antipathy’s value. Otherwise, they have no mechanics effect. (Noah spotted this mistake, thanks Noah)
I fixed the file in the link above.
Iโm going to back up to your earlier question, โif and when your character Valentin experienced anything in which Ties and Antipathies changedโฆif and when his Self-Image changedโฆwhether any Drive and/or Charisma check came upโฆwhat you said at those timesโฆand what, in retrospect, it seems that you were expressing.โ
Soon after the failure that dropped his Self-Image to +3, Valentin went to visit his patron Master Dornau, a prominent guildsman, to inform him he was leaving the city and going into spiritual retreat. I really liked Rodโs play of Dornau. He is crazy about clockwork machines, and it was his promise of a thousand clockwork doves for Eulalieโs wedding (something he never could have delivered on time) that had inadvertently led to Valentinโs humiliation.
I was taking that +3 modifier seriously, and playing Valentin as deeply depressed. In the conversation, Rod narrated Dornau saying something along the lines of, โBe careful about who you put your trust in, Valentin.โ That small moment of play from Rod struck me, because it showed Dornau getting his head out of the clouds, looking at the person in front of him, and actually giving him some solid advice. It made me think about how, in despair, being seen by someone else can let you see yourself in a way that isnโt possible alone. I decided in later interactions that Valentin had carried that advice close to his heart, and it ended up being relevant to his more forceful actions later (like confronting and having it out with Rosa Rรณsza).