In spite of the art and the examples, there’s really nothing here insisting that the PCs be thirsty or lesbian. Heck, there’s even a section on replacing the swords with anything else that inspires personal, one-on-one combat, like wrestling or mecha (Achilles Shieldmaidens, anyone?) That said, characters who are not “thirsty” for romance and messy interpersonal entanglements will be missing a lot of the fun.
It would be dreadfully easy to run this as Lesbian Stripper Ninjas: the RPG. Even one of the example settings involves holy stripper warriors who use their polearms as dance poles. You’re going to want the right group to play this with.
The mechanics work best in a “hothouse” environment, where they’re forced to encounter the same individuals over and over again. Which kinda works contrary to the free-wheeling, swashbuckling mood the game is aiming for. The result is probably like a French novel, where no matter how far the characters travel, they just keep encountering each other again and again. But I can’t help thinking it would work best in a constrained setting like a generation starship, a prison, or a harem.
The game really wants you to acquire insights about your foes and then use those insights to either seduce them towards goodness, or help them find true love (and, it’s assumed, they’ll start being good after that). It’s got a lot to recommend it as a gameplay loop but leans very, very heavily on the GM to bring novelty to each iteration and doesn’t provide much help in doing that.
What does mitigate this somewhat is that the “classes” of the game (playbooks since this is a PBtA game) are all based on a personal conflict, mostly revolving around the individual’s relationship to society. A player who’s getting bored can resolve their character’s conflict and either retire them to a happily-ever-after, or transform their conflict into another (and thus start playing with a new playbook). There are rules for how that would work mechanically as well as suggestions for making it feel organic in the fiction.
What’s really interesting is what’s not here: no equipment lists, no vehicles, no skills or weapons or treasures (other than, of course, the friends we make along the way), which does kinda run counter to the whole swashbuckling adventure thing. This game is extremely Old School in its reliance on rulings, and I wouldn’t recommend it as the first game you GM. I’d want a lot more detail about the PCs backgrounds than the game demands, and would likely include a handful of questions to give me some idea of what the PCs are about beyond their trauma. This game really doesn’t want to get hung up over how fast your starship can go or how many cannon are on your pirate ship, which means the GM is going to be winging it pretty heavily while trying to steer things towards emotional moments that will have the PCs going through emotional wringers and then turning to each other for support.
