INTRODUCTION

Welcome to "HORNBLOWER'S NAVY" a tale of 'Privateers and Gentlemen'
This is a combination wargame and roleplaying game set at the end of the Napoleonic Wars and during the War of 1812. The players will represent officers in the Royal Navy stationed aboard ships assigned to the Bermuda Squadron. Many What If's and Alternative History options are possible. History may change or repeat itself. You may be there when the British Bombard Fort McHenry or Burn Washington. You may also see the US Navy field their fine 74's a decade earlier due to a more radical and hawklike Congress. Perhaps even the massive USS Pennsylvaina may enter service. The only US three decker ever built mounting 104 32pdrs. Perhaps the USS Constitution will strike her colors to your ship. After all she's just a bunch of pine boards under the striped bunting. Right? Will Napoleon will be sent to St Helena first instead of Elbe. Do French fanatics attempt to rescue him and restore the Empire?
A basic set of role playing rules has been outlined and allows for easy character creation. Combined with a naval trivia test that allows extra character points, and determines starting rank.
Naval combat will be resolved using SPI's "Frigate" Game combined with "Ship of the Line" Miniature Rules (These rules were developed into the boardgame "Wooden Ships & Iron Men" first produced by Battleline Games and later rereleased by Avalon Hill.
Players will report aboard or Read Themselves In (assume command) and find out about their ships and crews. To that end areas of crew and ship quality are question marks. Even your fellow officers aren't listed until you meet or hear about them.
WELCOME TO HORNBLOWER'S NAVY
This game will start 1 March 2002. It will be tenatively run on a one turn every 2-3 weeks.
Gunther / Gamemaster

Role Playing Game
Hornblower's Navy is a traditional role playing game and wargame combined into one. Basically its the local gaming group getting together over the net instead of at someone's house. I stress RPG because unlike sims your character can die and is effected by quirks of fate. Every scenario will have at least two possible solutions, possibily more, and perhaps some the players come up with that the gamemaster hadn't considered. Player actions will effect their own characters and others as well. If you lead the boarding the action consider the risks. Characters need to consider their character skills and attributes as well. If you have strength 1 or 2 you are not going to physically intimidate anyone. In similiar light a character with Charima 1 or 2 is going to have a harder time courting the damsels. High stats and skills can work in your favor, high sword or pistol skill will help in melee just as good etiquette or status may get you a favor from the Port Admiral or Local Noble.
Several common problems to avoid. Remember what you know and your character knows aren't always the same. History isn't prewritten; the British might fail to take Washington or they may Win the Battle of New Orleans.
The goal of any game is to have fun and enjoy yourself.

Major John Paul Surtees RM and his Mistress Francesca

Wargame
Larger battles will be resolved using "Ship of the Line" Miniatures Rules. These were later developed into the wargame rules "Wooden Ships & Iron Men" first released by Battleline Games and later re-released by Avalon Hill. SPI's Frigate game will also be used to provide counters, maps, and command control rules. Players are not required to have any of these games as all necesary information will be posted. If you do happen to have a copy you may find it helpful to set up the scenario. (All are out of print but can be found on occassion on E-Bay / again I stress you do not need to have these games)
The games allow for supporting ships and events beyond a player's control to be simulated. They also allow for character influence to improve or detract from sailing, gunnery or boarding capabilities. For example Captain Smith has been training his Marines in boarding actions and cutting out expeditions but not marksmanship. His vessel will probabily get a positive modifier in small boat actions and boarding but a neutral or negative modifier in having sharpshooters pick off enemy officers.

Helpful Play Hints
You control your character's actions and have limited influence on nonplayer character activities. You write your turn describing your actions until you reach a point where you interact with another player character or reach a point where the gamemaster would have to make a ruling or die roll. For example Captain Smith can take his ship's boat and visit another vessel. He can order Midshipman Brown to send a signal to the convoy. Both of these actions allow him to continue his turn. The player controls his own actions and a Midshipmen obeys a Post Captain 99.9% of the time. If he goes ashore and and wants the harbor master to bring the powder hulk alongside his ship at 0800 hours his turn stops because the gamemaster has to make a decision, if the harbor master is agreeable to that request. This decision might be influenced by previous encounters or the bottle of wine that was delivered with the request.
Player Character interaction can get even more complicated. Players may write their turns together if they are in agreement. For example Lieutenants Smith and Jones are celebrating in the local tavern and take offence at some remarks made by the local militia. They may coordinate their activities in that Smith punches the fat guy as Jones tosses a mug full of ale in the tall guy's face. Sometimes characters may choose not to work together and must interact through the gamemaster. Lieutenant Smith and Jones both pay court to the fair Buffy and show up below her balcony at the same time. How Lady Buffy reacts would be controled by the gamemaster. If Smith and Jones end up fighting a duel this would also have to be resolved through the gamemaster.
Again have fun.