Choice of Broadsides
Adam Strong-Morse
choice of games ChoiceScript naval ocean
A swashbuckling naval adventure, in the spirit of C. S. Forester's Hornblower or Patrick O'Brian's Aubrey/Maturin books, with a dash of Jane Austen.
%
"Fire the starboard broadside!" shouts the Captain.

Cannons roar as H.M.S. Courageous attacks the enemy frigate. As one of the junior officers--really, more of an officer in training--you command three guns on Courageous's main gun deck. The guns of the battery next to yours fire, leaping back against the heavy ropes that prevent them from smashing across the ship. Clouds of white smoke billow about you as you give your gun crew the commands to ready your battery's cannons: "Swab! Powder! Wadding! Shot! Run out the guns!"

The Captain yells out, "Fire as the guns bear!" You give your gun crews orders to load and fire as quickly as they can, without waiting for the rest of the broadside.

They swab out the bore, push in a charge of powder, push wadding down on the powder, load the shot, push the gun out through the gunport, and fire the cannon, with you commanding each step of the process. "Swab, powder, wadding, shot, fire! Swab, powder, wadding, shot--"

The world turns upside down as the enemy's broadside rips through the hull some ten feet away.
You go
As the enemy cannonball tears through the side of the ship, giant splinters of wood fly through the air. One of the splinters, perhaps a yard long, rips through the stomach of Davies, a sailor under your command. A fragment of a cannon ball smashes Fisher's arm, mangling it horribly. Your sailors seem stunned by the carnage, standing in shock while Davies and Fisher scream in agony.

What do you do?

A: Attend to the wounded personally--the safety of my sailors is my top concern.
B: Give some quick orders for them to be taken to the surgeon in the cockpit, then turn back to my duty in commanding the guns.
C: With a gut wound like that, Davies is done for, but Fisher can still be saved. I order some sailors to take Fisher to the cockpit but leave Davies on the deck to die. I need the extra sailors to use the guns effectively.
D: My duty to the ship outweighs my duty to two sailors. I ignore the wounded and concentrate on firing my guns as quickly and accurately as I can.
B.
"Jones!" you shout, and a master's mate under your command looks at you expectantly. "Take a team of sailors and get Davies and Fisher to the surgeon."

Your gun crew leaps into action and carries the wounded away. Their screams continue to echo, but you do your best to put them out of your mind and focus on the battle.
You go
We should take a moment here to establish a few important facts about you.

In this game, you take the role of a young officer in the Royal Navy of "Albion" (an imaginary nation rather like England) fighting battles at sea with "Gaul" in the time of the Napoleonic wars.

But you're not just any young officer. Nobody knows it yet, but you're going to be one of the most famous officers in all of Albion. The "Naval Chronicle" will publish stories about you; sailors will tell tall tales of your adventures; one day, if you're lucky, people will write histories about you.

Why? What makes you so notable?

A: My skill in sailing ships.
B: My combat ability, both commanding the guns of a ship and with pistol and sword.
C: My leadership--people instinctively follow me.
D: My high birth gives me strong patronage that will ensure that I quickly rise to high command.
Go downwards
As the younger child of a minor peer, you have strong connections both throughout the Royal Navy and even in Parliament itself. You can always expect the best assignments and the most opportunity.

What's your second most notable quality as a young officer?

A: My skill in sailing ships.
B: My combat ability, both commanding the guns of a ship and with pistol and sword.
C: My leadership--people instinctively follow me.
B.
As an officer, you are first and foremost a warrior, defending Albion with your skill in battle.

That tells us what you're good at, but you can't be perfect. What's your greatest weakness as an officer?

A: My skill in sailing ships.
B: My leadership--I have trouble getting people to obey me.
You go east
Remember, you'll do better as an officer if you avoid situations that strain your weaknesses, and pursue strategies that play to your strengths.

>Next
You go
This game is set in a fictional world, similar to our own but with some differences.

For example, perhaps the ships are crewed by women. You are a young and gallant officer, but are you a young gentleman or a young lady?

A: I'm a young gentleman, of course, and rather confused by the question.
B: I'm a young lady. The idea of gentlemen going to sea and being exposed to the horrors of combat--it's a frankly revolting idea.
Go east
Very well then. What is your surname?

>Type Something
Rockersuke
A very respectable name, in light of your class, of course. What about your given name?

A: Henry
B: Richard
C: William
D: Edward
E: Horatio
F: Something else.
Go downward
Excellent. As the game begins, your officer may be described as follows:

Name: Mr. Midshipman Edward Rockersuke
Age: 19
Sailing: 27%
Gunnery: 63%
Leadership: 63%
Fighting: 70%
Patronage: 80%
Tact: 82%
Likeability: 80%
Honor: 55%
Courage: 50%
Bloodthirst: 43%
Intelligence: 20%
Wealth: 60%

>Next
You go
With that out of the way, let's get back to the battle. You've dealt with the injured, in a fashion. Now, you need to keep firing your guns. But in the midst of all the excitement. . . what's the next step?

A: Swab the bore.
B: Ram in the powder.
C: Place the wadding on the powder.
D: Load the shot.
E: Run out the gun and fire.
F: I have no idea . . .
You go east
"Run out the gun!" you yell. As the gun carriage bounces on the hull of the ship, you shout, "Fire!" One of the ratings touches the fuse to the powder, and the gun leaps back with a roar. You were correct and kept your gun firing as quickly as possible. Your able performance has helped your ship win the battle.

>Next
You go
The battle rages on, but finally the Gaulish ship hauls down its colors and surrenders.

In the aftermath of the battle, a young midshipman runs up to you. "Captain's compliments, sir, and he asks you to report to the quarterdeck."

When you get to the quarterdeck, the Captain looks over at you. "Mr. Rockersuke! I'm rating you as an acting-lieutenant. Take a section of twenty men across to the prize and assume command. Make any necessary repairs and set sail for any Albionish port."

"Aye aye, sir! Thank you, sir!" You quickly gather your men and head across on your first command.

>Next Chapter
You go
As you prepare to leave Courageous, you run into Mr. Bryce, the second lieutenant.

"Well, well, well! 'Acting-Lieutenant' Rockersuke!" he says, grinning widely and slapping you on the back. "I know you'll do smashingly with your first command; I have the utmost confidence in you!"

"Thank you, sir," you reply, touching your hat in salute.

Just at that moment, first lieutenant Pigot rounds the corner. "Mr. Rockersuke," he remarks, somewhat stiffly. "Fine piece of luck you've had."

Pigot, with over twenty-five years experience, is by far the most senior lieutenant on board--perhaps in the whole fleet--but it's not to his credit. He's too incompetent to earn a promotion to commander; he's watched countless younger, more competent lieutenants pass him by, while he racks up years of "valuable experience." All he has to show for it is the power to boss the other lieutenants around imperiously, and he rarely misses an opportunity.

"Luck has not a bit to do with it, I say!" Bryce counters cheerfully. "Well, go on then! Don't want to keep the prize waiting!"

"Aye aye, sir!"

>Next
You go
You make your way across to the prize ship with your detachment of 20 men. You are the only officer, but you have Jones, a master's mate, with you as your second-in-command. The Gaulish ship is a 36-gun frigate--a square-rigged three-masted ship with an ordinary crew complement of some 250 men. Your detachment of 20 will be sufficient to sail the prize, of course. Warships carry much larger crews than similarly sized merchant ships because of the need to staff the broadsides, as well as to have men available for detached duties such as prize crews. And, of course, the larger crew size allows for a substantial number of casualties before the ship is incapacitated.

The long and the short of it is that you can fairly easily sail the frigate, but your prisoners outnumber you roughly 10 to 1, even taking into account the substantial losses they took before striking their colors. As you arrive, you quickly send some of your men to bring the prisoners below and to lock them in the hold, where they will spend the rest of the voyage.

>Next
You go
A Gaulish officer, no more than a few years older than yourself, approaches you and offers his sword in surrender. He addresses you in Gaulish.

Given your social class, your tutors taught you Gaulish as a matter of course. You understand him perfectly, and can reply with an almost native accent if you choose.

"I believe you are the officer of the prize party, sir?" he says.

Do you deign to respond to him in Gaulish?

A: Yes, anything else would be churlish and unworthy of a gentleman.
B: Yes. He may not understand my language and it will be useful to open communication with him.
C: No. I may have the opportunity to overhear useful information if the prisoners do not know I speak their language.
D: No. We defeated them, and we will make them behave on our terms.
Go downward
You laugh as he finishes his request. "You are a prisoner like any other, your rank notwithstanding."

He looks frankly shocked. "But. . . but we are both gentlemen. . .
Our militaries have always accepted the parole of opposing officers!"

"Jones!" you call to your master's mate. "Take this Gaul below and lock him in the hold with the rest of the enemy."

"Aye aye, sir!" responds Jones, with more than a little vicious enthusiasm.

Jones smiles as he returns to the deck. "The Gaulish officer is in the hold, sir. It's nice to know that after all the suffering they put us through--and the deaths of good men like Davies--that they'll get a taste of suffering on the way back to Albion. It can't be too nice being cooped up in that hold without any daylight. I reckon it will take us a week or two to make it back to Albion."

>Next
You go
A few days later, one of you crew passes the word that Lieutenant Villeneuve has a question for you.

"Sir," he inquires, "may we have access to some additional medical supplies? A member of our crew has suffered a compound fracture; without further attention, he may die."

A: Provide medical supplies.
B: Deny medical supplies.
You go
On the sixth day, one of your men calls down to the deck. "Sail to lee!"

"What sort of ship is it?" you call back, as you search with your spyglass.

After a minute, the sailor calls back, "She looks to be a Gaulish sloop-of-war, sir."

A sloop-of-war. . . That presents you with a difficult choice. A sloop carries no more than 20 guns, and often fewer. What's more, a sloop's guns will be of lighter weight than those of a frigate. If you had a full crew, you could easily capture her. But with only a prize crew at your disposal, the sloop would have a much greater rate of fire and substantially larger number of men.

How do you want to handle this?

A: Engage the enemy sloop directly.
B: Attempt to capture the enemy sloop through a clever ambush.
C: Avoid the enemy sloop--it's not worth risking the more valuable prize in a battle that would likely go badly.
Stats
Name: Mr. Edward Rockersuke
Rank: Acting lieutenant
Seniority: 0 years
Age: 19
Sailing: 27%
Gunnery: 66%
Leadership: 63%
Fighting: 70%
Patronage: 82%
Tact: 83%
Likeability: 81%
Honor: 47%
Courage: 50%
Bloodthirst: 43%
Intelligence: 28%
Wealth: 60%

>OK
You go
As the cloud of smoke from your broadside clears, you can see that the Gaulish sloop is damaged, but not badly. The sloop answers your broadside with one of its own--its guns are light, but splinters still kill three of your men. The enemy captain seems to have understood the situation and maneuvers to board your prize ship.

Now for the moment of truth: Do you rally your crew for a desperate melee, hoping to somehow prevail despite being badly outnumbered, do you strike your colors and surrender, or do you try to flee despite having brought your ship deep within the enemy's range?

A: We will never surrender while we still live!
B: We did our best, but now we have no choice but to surrender.
C: Escape is our only hope! Make all sail!
You go
You spend the next several years in a Gaulish prison. You are not mistreated, precisely, but it's still a terrible experience. Finally, after years of waiting, you and your men are exchanged for some Gaulish prisoners.

You finally return to H.M.S. Courageous, only to discover that the Captain has removed your status as an acting-lieutenant for failing to deliver the prize safely home. You resume service as a midshipman.

>Next Chapter
You go
You return to your duties as a midshipman on H.M.S. Courageous. The days pass much as before. You study under the ship's master, you run errands for the officers, and you command your small section of men in routine tasks. As a year passes, you have the opportunity to practice various skills that you expect to be tested on in the lieutenant examination. Which of your skills do you devote the most effort to training?

A: Sailing.
B: Gunnery.
C: Fighting with sword and pistol.
D: Leading the men of the ship.
E: Currying favor with my superiors.
You go
"Ten minutes before eight bells, sir," the quartermaster reports. A steady breeze pulls your ship inevitably west, bound for Kingsport.

"Very good," you say. "Pipe the watch below."

The first lieutenant, Mr. Pigot, arrives promptly to relieve you of your dog watch.

"I relieve you, Mr. Rockersuke."

"Aye aye, sir. I stand relieved. Good night, sir."

"Good night, Mr. Rockersuke."

Not long after, you find yourself lying in your cot, drifting off to sleep. Soon, you begin to dream.

>Next
You go
You find yourself sitting for your lieutenant's examination. Three gigantic captains are looking down at you with terrible grins, larger than life.

"Good day, Mr. Rockersuke. My first question to you is as follows.
You are in temporary command of a 36-gun ship, returning to Albion with maximum haste. The wind is with you, and you are at full sail. The barometer reports a sudden drop in pressure. What do you do next?"

A: I don't know the answer! I'm going to fail the exam!
B: Stammer and stall for time.
C: Make something up.
D: Admit that I don't know.
B.
The captains laugh cruelly. "Failing the exam already, Rockersuke? Any officer would know that a sudden drop in pressure indicates the arrival of a major storm! By the time you'd reef the sails, you'd probably lose a mast!"

"Here is your next question," the second captain says.

"You are in temporary command of a 36-gun ship, returning to Albion with maximum haste. The wind is with you, and you are at full sail. The barometer reports a sudden drop in pressure. What do you do next?"

A: Didn't you just ask me this question?
B: A strong wind is coming. Let out more sail to pick up speed.
C: Cut holes in the sail to maintain speed through the weather.
D: We're about to be calmed. Prepare oars for rowing.
E: Oh no! All of these answers are incorrect!
You go
Drowsily, you can hear Pigot call the watch; it's midnight. The ship is heaving erratically. As you yawn deeply, your ears pop. The pressure has changed.

A: Fall back asleep.
B: Send word above deck.
C: Go above deck.
B.
Pigot laughs. "You came all the way up here to tell me that?"

"I've already got the men furling the sail! What do you take me for?"

Just at that moment, Captain Kent appears from his cabin. "Captain on deck!" yells Pigot.

Just then, Jones falls from the riggings of the mizzen mast. Another sailor reaches out to catch him; the wind shrieks and the ship groans and leans precipitously. You hear a pop as someone's arm dislocates. Before anyone can say a word, both sailors have fallen to the deck, one of them killed instantly on impact.

The Captain takes over from here.

>Next Chapter
You go
After breakfast, all the officers of the ship gather together in the Captain's cabin.

Pigot takes a moment to turn to you and hiss, "What were you trying to do last night--make it seem to everyone that I don't know my job? You'll pay for your insolence."

You have no opportunity to defend yourself before the Captain calls for everyone's attention.

"My question for you, Mr. Pigot," the Captain says, "is: why were there still men on the riggings when the storm arrived?"

"I could see from on deck that Master's Mate Jones hadn't reefed the sail correctly," replies Pigot, "so I ordered the men to return aloft to secure it properly."

The Captain counters, "Jones says that you gave the order to reef the sail too late, and that he and Wilson were already under heavy weather."

"With all due respect, sir, Jones is an insubordinate and unskilled master's mate. I'm not surprised he has invented an excuse. I gave the order when it was needed."

A: Support Jones.
B: Support Pigot.
C: Stay out of it.
You go
As soon as he's able to walk, Jones is laid out for twenty lashes. Pigot has the bosun beat him as hard as he can; he's immediately returned to the surgeon's care.

Later that night, a midshipman wakes you from very deep sleep.

"Mr. Pigot's compliments, sir, and he's passing the word for you."

Because he is senior to you, you have no choice but to report when he sends for you. You stagger out of bed, quickly pull on your uniform, and make your way to the deck, where Mr. Pigot awaits you with a nasty smile.

"Mr. Rockersuke, did the weather change at all during your watch?"

"Yes, sir," you reply, as clearly as you are able, "the wind changed twice during the evening. At the end of my watch the wind was favorable."

"Very well. You are dismissed."

What an odd question. Couldn't he have gathered this information from the log?

>Next
You go
You find that you're a bit tired the following day. You find it difficult to avoid yawning disrespectfully, but you're in the Royal Navy; you can manage it.

>Next
You go
But two days later, Pigot wakes you up again, in the middle of your sleep cycle.

"How many times did you throw the chip log to measure speed?" he asks.

"Uh, three times, sir," you slur.

"Come again, Mr. Rockersuke?"

"Sir, I said three times."

"I see. Mr. Rockersuke, in my opinion, you appear to be inebriated with rum."

"Sir, no sir." It's almost three bells; you're exhausted, but you're not drunk.

"Well, I'll see to it that this won't happen again. You're not to have another drop of rum until my order, is that clear?"

"Aye aye, sir."

"You are dismissed, Mr. Rockersuke."

Pigot wakes you again three days later, to ask whether the Captain gave you any standing orders that he should be aware of as the next watchstanding officer.

And again two days after that.

>Next
You go
Mr. Pigot wakes you at least once every two or three days for the next three weeks; sometimes he takes the opportunity to lecture for an hour on the importance of respect and good discipline on a ship. He's doing everything in his authority to make your life hell.

The following evening, you catch yourself nearly falling asleep on duty--an offense punishable by death.

A: Try to apologize to Pigot.
B: Ask Mr. Bryce what to do about this.
C: Complain directly to the Captain.
D: Tough it out.
Go downwards
The next night, Pigot wakes you again at three bells. The following afternoon, you catch yourself dozing during duty. It couldn't have been more than a few seconds; no one appears to have noticed this time.

>Next Chapter
You go
As you head below deck, you see a handful of sailors whispering together. As soon as they catch sight of you, they stop abruptly and go their separate ways.

What do you think they're whispering about?

A: It's harmless gossip.
B: They're planning a mutiny.
B.
What do you plan to do about it?

A: Loudly ask what they were whispering about.
B: Pull one of them aside to ask what they were whispering about.
C: Tell someone about the whispering.
D: Do nothing.
B.
"Allen, may I have a word with you?"

You move a little closer to your cabin. "What was that little gathering about?"

"With all due respect, sir, I don't think you want to know."

A: Swear to secrecy.
B: I don't think I want to know.
C: Threaten Allen.
You go downward
Mr. Bryce, now the first lieutenant, asks you privately, "Mr. Rockersuke, do you really think it was an accident?"

A: "Yes, I'm sure it was an accident."
B: "No, I don't think it was an accident."
You go
"I do not think we can catch her," you say quietly to Bryce.

"We must catch her," Bryce replies, "before she gets much nearer shore. We can't manuever Courageous in those shallow waters--"

And, indeed, before very long the Captain is forced to call off pursuit, citing just that reason. Courageous stays a safe distance out, in deep water. You and many others stare resentfully at the escaped prize--nestled against shore in the company of another Gaulish merchant vessel, one that was already there. The Gauls must use this island often for resupply.

"Mr. Bryce! Mr. Rockersuke!" the Captain's voice cuts through your reverie. "In my cabin, if you please!"

>Next
You go
"We can hold them pinned here indefinitely," the Captain says, "but we can't get close enough to engage them directly. Which means a cutting-out expedition is called for." A group of men will be sent to approach the merchant ships in the dead of night, board them secretly, take them over, and sail them away from the island as prizes.

"There are two ships, so our force will be divided in two. Mr. Bryce, you will command one half; Mr. Rockersuke, you will command the other. Expect that each enemy ship has a complement of thirty men. You will each have forty under your command."

Few lieutenants get such a chance to prove their capabilities. If you are able to pull this off, it will be a significant boost to your career.

So how are you feeling about this?

A: Thrilled. I have been waiting for this sort of opportunity for a while now. I have no doubt at all I will succeed brilliantly and impress the Captain.
B: Determined. This is going to be difficult, but I will give it everything I have and hope that is enough.
C: Terrified. If I am NOT able to pull this off, it could represent a signficant setback to my career! Isn't that just like the Navy, to put you into positions where there is only a tiny chance of success, and then punish you for failure? I wish the Captain had chosen someone else.
B.
That's the spirit!

You give serious thought to how you will organize your men, and then you go to brief the ones who have been assigned to you. They consist of two midshipmen and forty sailors.

"We will take two boats," you explain. "I shall command one, with Mr. Midshipman Stuart to assist me. Mr. Midshipman Mason will command the other. My boat shall come along the starboard side of the Gaulish vessel, and Mr. Midshipman Mason's along the port side. We will climb aboard secretly, and then attack from two sides with plenty of shouting to frighten the spineless Gaulish boys."

The men grin.

You pause. You know that one of the three officers must be made responsible for cutting the anchor cable, so that your men will be able to sail the Gaulish ship out to where H.M.S. Courageous waits. Another must be responsible for ascending the rigging and loosing the topsail to get the ship underway. And a third must be responsible for taking over the steering of the ship. There are three officers available--you and the two midshipmen. Which job do you want for yourself?

A: Cutting the cable is the most important job. It will have to be done while hand-to-hand fighting is still raging on the deck. I will take responsibility for it myself.
B: Ascending the rigging to loose the topsail is both important and dangerous. It will require iron nerves and great agility to climb to that unsteady height in the dark while fighting rages on the deck below. I will take responsibility for it myself.
C: Steering the captured prize back to Courageous is the proper job for the officer in command. I will take responsibility for it myself.
Stats
Name: Mr. Edward Rockersuke
Rank: Lieutenant
Seniority: 4 years
Age: 28
Sailing: 37%
Gunnery: 66%
Leadership: 64%
Fighting: 73%
Patronage: 74%
Tact: 83%
Likeability: 71%
Honor: 19%
Courage: 44%
Bloodthirst: 51%
Intelligence: 31%
Wealth: 60%

>OK
B.
Bryce raises an eyebrow at you. You are uncomfortably certain that he knew you had forgotten, and isn't overly impressed by your attempt to cover your error. "See that you do," he says tersely. But then he manages a somewhat strained smile. "Good luck to you, Mr. Rockersuke."

"To you too, sir," you say, and go to shepherd your men into the boats.

>Next
You go
"Now see here!" you order your men in a fierce whisper. "Not one sound from any of you once we're out on the water! And keep those pistols of yours half-cocked until I give the order otherwise! Any man who disobeys will be kissing the gunner's daughter tomorrow!"

They all nod, and you join them in the boat, satisfied that you covered your earlier mistake brilliantly. No one would ever guess you entirely forgot to give the order before.

>Next
You go
The oars skim smoothly over the water, and the men obediently keep quiet. You can feel your heart hammer in your throat as the great dark shapes of the Gaulish ships loom overhead, and you hope your hand doesn't shake on the tiller. It is your responsibility to get the boat close enough to board the merchant vessel, without letting their lookout see anything. You hope your sailing ability is up to the task.

>Next
You go
"Uh, Mr. Rockersuke," Stuart whispers loudly. "Uh, sir, begging your pardon, but I think we're drifting--"

To your horror, you realize that Stuart is right. You hastily fumble to correct your error. Do you thank him for his assistance, or order him to keep quiet?

A: I nod my thanks as I correct course.
B: I order him to keep quiet.
You go
You fling yourself at the chains that snake up the Gaulish ship's side, ordering your men to follow and remembering to call over your shoulder the additional order to cock their pistols. Above your head, you can hear shouts and pounding feet as the Gaulish sailors rush to defend their ship.

You and your men climbs as fast as you can, but your poor sailing ability gave the Gauls a chance to get themselves prepared. You were counting on the advantage of surprise, and you have largely lost that. Still, nothing for it--

"For Albion!" you shout, and plunge into the fracas on the deck.

>Next
You go
You cut to the left and the right with your sword, shouting as loudly as you can. At first, the Gauls scatter before you--but then they begin to regroup.

One rushes you from the left, and you turn and plunge your sword into his chest. He falls--but there is another diving in from the right, closing fast as you struggle to extricate your blade from his dead shipmate.

What do you do?

A: I use all my strength to wrench my sword free, and then I turn and fight.
B: I can't waste an instant. I abandon my sword, and turn to fight with my pistol.
C: There isn't enough time to turn. I dodge to the left.
B.
You let go of the hilt and spin around, leveling your pistol as your new opponent swings his sword. Steel whistles past your ear--you fire at point-blank range--and the Gaul falls to the deck, a smoking hole in the center of his chest. In a smooth motion you pick up the fallen Gaul's sword and pistol to replace your own.

You turn your attention back to the task at hand: fighting your way through the mass of bodies to the cable. You have almost reached your goal when you find your way blocked by two massive, angry Gauls standing shoulder to shoulder. You aim your pistol--and just then, out of the corner of your eye, see Mason fighting a desperate duel on the other side of the deck.

If Mason falls, his task will go uncompleted. On the other hand, if you spend your bullet to save his life, you will be out of ammunition. And then you will have to fight both these Gauls with just your sword. If they cut you down, your task will go uncompleted.

What do you do?

A: I am confident in my ability to win any swordfight, even two on one. And it is my responsibility to see to the safety of those under my command. I turn and fire at Mason's attacker.
B: Mason can take care of himself--he is a well-trained officer of the Royal Navy. It is my responsibility to see my own part of the mission successfully executed. I fire at one of the Gauls in front of me.
You go
He is not wearing the uniform of the Gaulish Navy, but it is unmistakably the same man whom you met aboard a Gaulish prize some time ago. The years since have treated him well--his skin is more weather-beaten, perhaps, and a scar seams his left cheek, but he looks to be otherwise in good health and good spirits. And not hurting for money, either: he is dressed in a very fine linen shirt and a coat with gleaming gold buttons, and he carries a pair of elegant gloves such as a gentleman wears when dancing. He has clearly come to this Assembly intending to dance. It is a small shock to you to realize that a Gaulish officer is here as someone's invited guest.

How do you respond?

A: "Mr. Villeneuve! What a surprise."
B: "What on earth are you doing here?"
Go downwards
Too damn right. It was not so long ago that Villeneuve was capturing Albionish merchants and taking the lives of Albionish sailors. How dare he come and claim friendship with me now?

"On the other hand," you say coldly, "peace deprives men like me of the opportunity to remove scum like you from the face of the earth."

Villeneuve looks utterly taken-aback for one instant. And then his face slowly flushes red. A few people nearby turn their heads curiously. You must have spoken more loudly than you intended.

"Ah," Villeneuve says between his teeth, "Albionish civilization. Apparently, not all it is boasted to be. Sir." He inclines his head a bare fraction and turns on his heel.

Wait a minute. Did he just insult your country?

>Next
You go
He did. He actually did. The cheek of that damned Gaul.

What are you going to do about it?

A: Maintain a dignified silence and walk away. He is beneath contempt. B: Insult him back.
C: Call him out.
B.
"Of course!" you say to Bryce.

"Good luck, Edward," Bryce says.

You face Villeneuve. You still can't read his expression. Christy-Palliere shouts the order to begin.

Villeneuve shifts at once into a guard position. You and he circle each other, eyeing, probing for weakness.

Do you want to approach this duel cautiously and keep your moves mostly defensive, or do you want to mount an aggressive offensive?

A: I want to fight defensively.
B: I want to fight aggressively.
B.
You throw yourself into the fight with reckless abandon, and Villeneuve does the same. At first neither of you can gain the advantage. But then you see an opening, and lunge for it.

>Next
You go
The abrupt ferocity of your attack takes Villeneuve off-guard; he moves to parry, but not quite quickly enough, and your blade slices down his left arm.

"Hold!" Bryce shouts. "First blood! Honor is satisfied!"

You step back, breathing hard. Villeneuve clutches his left arm, and blood seeps through his fingers in a bright red gush.

"It's all right," Bryce says to you, "it's all right. You haven't killed him. He will bear the scar the rest of his life, though. Serves the Gaul right."

>Next Chapter
Stats
Name: Mr. Edward Rockersuke
Rank: Commander
Seniority: 0 years
Age: 29
Sailing: 37%
Gunnery: 66%
Leadership: 64%
Fighting: 73%
Patronage: 74%
Tact: 71%
Likeability: 73%
Honor: 19%
Courage: 44%
Bloodthirst: 51%
Intelligence: 31%
Wealth: 64%

>OK
You go
The peace with Gaul does not last. Before long, hostilities have resumed and the Admiralty is building back up its Royal Navy, to combat the Gaulish threat to the freedom of the seas.

The letter arrives by special messenger, very early on a cold morning. You slit the seal. Your orders are written in fine black script on heavy, cream-colored paper.

It reads, "You are requested and required to assume command of H.M. Sloop Defender. . ."

Your own command at last!

>Next Chapter
You go
At the crack of dawn, you walk to the end of the long pier, where you first catch sight of H.M. Sloop Defender.

It's . . . not all that you might hope for. There are barnacles on the hull; the sails are tattered at the edges; the paint is worn. It's no better as you find yourself standing on the dirty, uneven deck, introducing yourself to your first (and only) lieutenant.

"Welcome aboard Defender, sir," says Mr. Benton proudly. "Finest sloop in the navy!" His uniform looks as if he'd put it on in the dark. He wouldn't know the finest sloop in the navy if it raked him with a broadside.

You promptly draw out the orders from the Admiralty placing you in command of H.M. Sloop Defender.

When you finish reading your orders aloud to the crew, you are officially the new master and commander of the sloop.

>Next
You go
Out of the corner of your eye, you spot a familar sailor: Master's Mate Jones! Ah, make that just "Jones" since he was disrated in connection with that unpleasant business with Mr. Pigot back on H.M.S. Courageous.

He greets you with a salute and a smile. At least there's one good sailor on this sloop!

>Next
You go
"Captain Rockersuke, sir?" says a middle-aged man coming up from below deck. "Carter, reporting for duty. I'm the senior master's mate and acting master of Defender."

A post-captain would have a sailing master under him as the most senior warrant officer, but on a sloop the commander is technically also the master. You still have a few master's mates--experienced ratings working to get their warrants as masters in the Royal Navy. Mr. Carter, as the senior mate, will fill the role of the sloop's sailing master in all but title.

"Mr. Carter," you reply, "make the sloop ready for some shake-down maneuvers. I want to see her capabilities."

"Aye aye, sir!"

You inspect Carter carefully as he readies the sloop for basic action. You quickly realize that this man is the only force holding the sloop together; Benton gives orders, but Carter has them followed. Under Carter's guidance, you manage to get the sloop out onto open waters.

>Next
You go
The shake-down maneuvers are embarrassing. You sail the sloop around, clear for battle, and fire off a broadside. The sails are not hauled taut, it takes longer to raise and lower the sails than it should, and it takes much longer (a full minute or more) to clear the sloop for action than it ought. The broadside is ragged and slow, and one sailor injures himself by getting his foot crushed by a gun carriage.

At this point, you believe that, overall, the crew is reasonably happy but poorly disciplined.

You're going to have to turn this sloop into a credible fighting vessel; to do that, you'll have to put the men to work. It looks like this crew isn't particularly used to hard work yet.

Where do you want them to focus their efforts?

A: Drill them on gunnery.
B: Practicing sailing maneuvers.
C: Clean the sloop completely.
B.
For day after day, you drill the men on sailing. You hoist all sail, then send the hands aloft to lower and reef the sails. As soon as the last topman is back on the deck, you send them back up to unreef and spread the sails again. You tack into the wind, rapidly switching your sailing points and drilling the crew on switching tacks. Then you bring the sloop about and order the crew to quickly set the sails to run before the wind. As soon as they are done with that adjustment, it's time to turn across the wind. When the men have adjusted again, it's back to tacking into the wind. The work is hard and requires constant attention--any carelessness aloft could be deadly. Mr. Carter times every maneuver, with a tongue-lashing or worse for any sailor who is slow about his duty. By the end of the day, the men stagger down for their dinner. And then the next day, starting with a tired crew, you do it again.

After several days of this brutal regimen, you see real improvement. The men are more alert, quicker in responding to the changes you order. The crispness and speed of the sloop's maneuvers improves, and you find that the sloop is both more maneuverable and faster than you had thought when you first assumed command. The men groan as you order them aloft each day, but slowly they are becoming a credit to the Royal Navy. However, it's clear that they haven't had to work this hard in quite some time; you manage to overhear a few surly grumbles from the crew, though you don't manage to catch any particular sailor grumbling.

A: Keep working them as hard as they can.
B: Let's take it easy for now.
B.
In compensation for how hard you've been working the men, you give them a "rope yarn Sunday"--a day when their duties are cut back to the bare minimum necessary to keep the sloop sailing. Even though the rope yarn Sunday doesn't fall on an actual Sunday, you let them relax as if it did, and in fact more than on most Sundays. Some of the men skylark on deck, while others take to gambling and similar recreations. The mood of the crew improves dramatically as the men have some time to themselves and a little bit of an opportunity to relax.

Unfortunately, a relaxed mood is not necessarily what you want in the Royal Navy. You begin to notice that some of the men are slow to touch their brows when they address an officer, and even forget to say "sir" when they ought. The omissions are small, but the Royal Navy requires shows of respect for a reason. As the rope yarn Sunday ends, the men grumble about returning to their duties, muttering among themselves and taking their time in obeying their orders.

The sloop's happiness increases, but its discipline decreases.

You believe that, overall, the crew is reasonably happy but poorly disciplined.

"It's a difficult crew, sir," volunteers Mr. Carter. "Many of these landsmen came from the jails. I've done what I can with them, but the previous captain and his lieutenant struggled to keep them in line."

A: Punish the whole crew harshly.
B: Identify the worst sailors and punish them.
C: Punish lightly.
D: Don't punish at all.
B.
Thanks to your expert leadership, you're able to successfully judge the character of these sailors; you manage to separate the sheep from the goats (for the most part). The worst of the sailors receive double work duty, numerous lashes, and, perhaps worst of all, they're cut off from rum completely.

They soon begin to learn what sort of behavior will get them caned; some of them even start to avoid such behavior.

Discipline increases greatly.

>Next
You go
One evening, you head below deck as some of the men are taking dinner; you find Jones telling a bawdy joke about the lascivious habits of women in London.

He tells it quite well; you hadn't noticed before, but Jones has a certain natural charisma about him that makes others turn to listen to him.

A: Chastise Jones for behavior unbecoming a sailor.
B: Have Jones whipped.
C: Keep an eye on him, but do nothing for now.
D: Tell a bawdy tale of my own.
You go
A few days later, Mr. Carter brings you a landsman sailor whom he found asleep on watch.

"Terribly sorry, sir," he mumbles groggily.

A: Whip him soundly.
B: Arrange a (questionable) jury to have him court-martialed and hanged.
C: Put him on double watch, and forbid him from rum.
D: Let it slide.
You go
As you head below deck, you see a handful of sailors and midshipmen whispering together, including Jones. As soon as they catch sight of you, they stop abruptly and go their separate ways. (You experience a brief moment of "deja vu," as the Gauls call it.)

A: Loudly ask what they were whispering about.
B: Pull one of them aside to ask what they were whispering about.
C: Whip them soundly.
D: Use a spy to find out what they were discussing.
E: Do nothing.
Go downwards
You pass their names to Mr. Carter.

"Watch them, Mr. Carter."

"Aye aye, sir. I will, sir."

At this point, you believe that, overall, the crew is tolerably happy and with reasonable but not great discipline.

There are definitely some bad apples in the crew.

>Next
B.
Mr. Carter was an experienced and expert sailor. The only explanation for his death is murder. And since you doubt Benton killed him, and you know that you didn't, that's tantamount to mutiny.

So the question is: What are you going to do about it?

A: Investigate the murder. I know he was murdered, but I don't know by whom.
B: Seize the most likely suspects and proceed straight to a court-martial. It's better to be firm and swift in response than to be right.
C: Think about it some more. I have to respond correctly, and that's more important than acting quickly.
D: Ignore it, at least for now. Starting an investigation could lead to an open mutiny, and I can't risk that.
Stats
Name: Mr. Edward Rockersuke
Rank: Commander
Seniority: 2 years
Age: 31
Sailing: 46%
Gunnery: 66%
Leadership: 64%
Fighting: 73%
Patronage: 74%
Tact: 71%
Likeability: 73%
Honor: 19%
Courage: 44%
Bloodthirst: 51%
Intelligence: 31%
Wealth: 64%

>OK
You go
A: Investigate the murder. I know he was murdered, but I don't know by whom.
B: Seize the most likely suspects and proceed straight to a court-martial. It's better to be firm and swift in response than to be right.
C: Think about it some more. I have to respond correctly, and that's more important than acting quickly.
D: Ignore it, at least for now. Starting an investigation could lead to an open mutiny, and I can't risk that.
B.
A few nights later you awake with a start, to the sound of shouts and clanging metal outside your cabin.

You swing up out of bed, grabbing for your sword--just as a team of armed sailors breaks down the door. The leader's face is twisted into a sneer. "Not so powerful now, are you?" he says scornfully. Over his shoulder, you can see the Marine sentry and a sailor bleeding to death on the deck outside. "Throw down that sword."

Do you?

A: I can't win. I throw down my sword.
B: Never!
B.
You attack so ferociously he stumbles back in surprise. Ruthlessly following up your advantage, you cut your way through the mutineers and manage to maneuver your way out of your cabin. On deck, you see that the mutiny is just getting started.

You rally the loyalists, and assess the tactical situation. Though parts of the crew were unhappy enough to risk their lives to kill you, notwithstanding your efforts to build discipline. . . the numbers are still on your side.

For now.

>Next
You go
"We must re-take control of this ship!" you shout, and the men surrounding you nod. Some of them are armed, with blades or pistols; some have only their bare hands. But at least they are all on your side.

"For Albion!" you yell. They follow you as you charge back down the deck, no longer fighting defensively but now actively attacking anyone in your way.

>Next
You go
From around a corner come a contingent of mutineers--some of the ones who broke into your cabin, and some others. They stop when they see your party of loyalists. You stop too. Your two groups glare at each other along the deck. Light glistens off the blades of their cutlasses.

What do you do?

A: Bluff them into surrendering.
B: Charge down the deck and engage them directly.
C: Grab a pistol from one of your loyal men and start shooting from here.
You go
The battle is long and bloody, but in the end, the loyalists are victorious.

Easily a dozen men have died, and a further two dozen more are unable to work, but with that show of force, you have put down the mutiny and re-established control of your sloop.

>Next Chapter
You go
H.M. Sloop Defender continues her cruise. On a bright and clear day, you come into sight of a Gaulish merchant convoy, with no apparent warships to defend it. There are a dozen Gaulish merchant ships in all.

How do you plan your attack?

A: We stay to windward, planning on picking off the Gaulish ships one by one as we overrun them. With the advantage of the wind gage, we will be able to catch any ships that try to run easily.
B: We head to the middle of the convoy. We want to get as many ships in cannon range as quickly as possible.
C: We sail to lee of the convoy. With the wind pushing them towards us, they will have little choice but to come to us, and Defender is faster and more maneuverable than any merchant ship.
B.
You snap off orders, closing with the Gaulish convoy and running up the ensign of the Royal Navy. The Gaulish ships begin to scatter, hoping that you will have to chase one or two and allow the rest to escape.

Defender's crew responds to your orders well. The men are not the most disciplined crew that you have ever served with, but they are adequate to the task at hand. You maneuver the sloop well, overtaking one Gaulish ship after another, and a barrage of cannon fire at the Gaulish sails cripples your prey. Inevitably, most of the merchant ships escape, but you capture five of the enemy. You have deprived Gaul of much-needed supplies and earned yourself a sizable payment of prize money.

>Next Chapter
You go
In recognition of your able service turning H.M. Sloop Defender into a worthy part of the Royal Navy, the Admiralty promotes you to post-captain and assigns you to command H.M.S. Dauntless, a 38-gun frigate.

The Admiralty asks if you have a preference for your first lieutenant.

A: I ask for Mr. Stuart from H.M.S. Courageous.
B: I ask for Mr. Mason from H.M.S. Courageous.
C: I ask for Mr. Benton from H.M. Sloop Defender.
D: I make no requests; the current first lieutenant will serve admirably.
Go downward
The current first lieutenant is a man in his early thirties named Evans. He is competent and able, but nothing more than that. Also, by not making personnel management more difficult for your superiors, you have earned a small additional amount of support higher up in the Royal Navy.

Your frigate, H.M.S. Dauntless, sails into Kingsport harbor. Kingsport is the principal harbor city in one of Albion's major colonial possessions in the tropics. The fleet based out of Kingsport consists mostly of frigates like your own--perfect for raiding Gaulish shipping and for defending Albion's own merchant marine from the depredations of the Gaulish Navy and privateers. Assignment to this fleet is quite a plum, with great opportunities for prize money and pleasant ports of call on the tropical islands.

Shortly after your ship makes port, while you are overseeing the process of taking on new supplies, the signal midshipman runs up to you. He touches his hat in salute and says, "Signal from the flag: Admiral's compliments, Captains of Dauntless, Vigilant, and Intrepid please come to the flagship at your convenience."

"Acknowledge the signal and inform the officer of the watch to have my boat prepared for immediate departure," you reply. When an admiral asks you to report to the flagship, it is "convenient" for you to drop whatever you are doing and to head over immediately.

Within a minute, your boat is lowered over the frigate's side. Upon your arrival, smartly dressed sailors and a marine honor guard pipe you aboard H.M.S. Indomitable, the admiral's flag ship. The flag lieutenant touches his hat to each of the arriving captains. "Sir, if you will please accompany me? The Admiral is waiting in his stateroom."

>Next
You go
The three of you are shown into the Admiral's stateroom--a surprisingly large cabin for a warship, with a large heavy table set in the middle. The Admiral is in late middle-age, his youthful vigor long since having given way to a prosperous roundness. His flag captain murmurs each of your names as you enter.

The Admiral pours a glass of port for each of you and clears his throat. "As you know, one of our principal responsibilities on this station is protecting Albion's merchant shipping. The foodstuffs and raw materials from these colonies are vital to Albion's security. Recently, however, a Gaulish commerce raider has taken a large number of our merchantships as prizes.

"The Gaulish frigate has recently made port on Blue Island. Blue Island is a possession of Jutland and thus still neutral, so we can't take the frigate there. But we do have our spies keeping their eyes out, and so we got a report of the frigate. She's a 44-gun frigate, called Lynx, under the command of a Captain Villeneuve."

>Next
You go
You startle slightly at the name of Lynx's captain, and the Admiral raises an eyebrow. "You know of Villeneuve, Captain Rockersuke?"

"Our paths have crossed a few times, sir," you reply guardedly.

"All the better. I'm assigning each of you the mission to hunt down Lynx. You are to make all efforts to capture or destroy her. I know, I know. . . you would rather be hunting rich Gaulish merchantships. I would rather you were hunting merchantships as well." The Admiral smiles--after all, he receives fully one-quarter of the value of any prizes his ships capture. "But we have our duty to think of. Because of the rules of neutrality, none of you can take stations within sight of Blue Island. I want Vigilant to patrol to the east of the island, Intrepid to sail to the west, and Dauntless to patrol to the north.
One of you should be able to force Lynx to action as she sails out.

"I am also well aware of the fact that a 44-gun frigate is significantly more powerful than any of your ships. However, I have no heavier frigates to send, and a ship of the line would be unable to force Lynx to fight. I trust that the superior sailing and gunnery of the Royal Navy will be more than sufficient for you to prevail. And, as their Lordships say in the orders giving you command of a ship, 'fail in these duties at your peril,' eh? Unless there are any questions? Best be about it, then."

You quickly return to your ship. As soon as you have the most essential supplies on board, you make sail to fight your oldest rival.

How do you feel about fighting Villeneuve?

A: I look forward to it.
B: It is a duty like any other.
C: I dread fighting him, but it is still my duty.
D: Surely, there must be some way to avoid this!
B.
"Set a course for the ship to starboard, Mr. Evans, and beat to quarters," you say calmly.

"Aye aye, sir," he responds.

Drums echo throughout the ship as the crew clears the ship for action.

Neither ship has the wind gage as you approach, but the wind is blowing strong and steady, giving you a fair degree of speed and maneuverability. Lynx is the stronger ship in terms of armament and construction, but the men of the Royal Navy are generally better trained and more reliable than those of the Gaulish Navy.

How do you plan to win this battle?

A: Charge straight at Lynx--the sooner I can make this a boarding action, the better.
B: Stay at range and fight a gunnery duel, relying on my ship's superior gunnery to offset Lynx's heavier broadsides.
C: Lead Lynx into a trap. If I can make Villeneuve think he has damaged my ship worse than he has, I will be able to gain the advantage.
Stats
Name: Mr. Edward Rockersuke
Rank: Post-captain
Seniority: 0 years
Age: 34
Sailing: 46%
Gunnery: 66%
Leadership: 64%
Fighting: 73%
Patronage: 75%
Tact: 72%
Likeability: 73%
Honor: 31%
Courage: 49%
Bloodthirst: 53%
Intelligence: 31%
Wealth: 65%

>OK
You go
A: Charge straight at Lynx--the sooner I can make this a boarding action, the better.
B: Stay at range and fight a gunnery duel, relying on my ship's superior gunnery to offset Lynx's heavier broadsides.
C: Lead Lynx into a trap. If I can make Villeneuve think he has damaged my ship worse than he has, I will be able to gain the advantage.
You go
Thus far, you've given as good as you've gotten. The battle could go either way. Captain Villeneuve is trying to close with Dauntless to force a boarding action.

It will be hard to maintain the battle as a gunnery action--you'll have to either carry the enemy by boarding or try to damage their rigging enough to sail away.

Which will it be?

A: I've done enough to be able to break off the battle honorably--that's all I really wanted.
B: I would really like to press the battle, but it's too dangerous. I must flee.
C: I think I can win this one.
D: The only possible end to this battle is Lynx's surrender or destruction.
Go down
That's the spirit! Albion is proud to have defenders like you.

Finally, the battle comes down to a boarding action. As the ships come alongside each other, the crews charge forward, screaming and waving their cutlasses. The fighting is bloody and vicious.

As you rush onto the enemy quarterdeck, sword in hand, you come face to face with Captain Villeneuve. He swings his sword up in a salute and drops into a guard position.

The fight is intense. You quickly wound Villeneuve, but he answers with a vicious blow to your left arm, hurting you badly. You fear that he will prevail, but finally you feint towards his left, then beat his sword aside and thrust towards the right of his body. Villeneuve slumps to the ground as you run him through. Your long years of battle experience tell you that he will be dead within minutes.

How do you feel about Villeneuve's death?

A: At last! I've finally killed that dog.
B: He was a worthy foe, but a foe nonetheless.
C: C'est la guerre. I had no choice and have no regrets.
D: My heart is heavy, but duty required nothing less.
E: But. . . but. . . What have I done? How could I kill my friend?
You go
Your final statistics are:

Name: Sir Edward Rockersuke
Rank: Rear Admiral
Made Post-Captain: 34 years old
Sailing: 46%
Gunnery: 66%
Leadership: 64%
Fighting: 73%
Patronage: 77%
Tact: 72%
Likeability: 73%
Honor: 41%
Courage: 58%
Bloodthirst: 60%
Intelligence: 26%
Wealth: 75%

>Next
You go
Thank you for playing "Choice of Broadsides"!

Please support our work by sharing this game with friends! The more people play, the more resources we'll have to work on the next game.

>Play again