What system best does the swashbuckling type adventure?
>>51271324
DnD.
I've had good experiences with Savage Worlds, GURPS and Fate with this type of game. Ironically I found 7th Sea just atrocious.
>>51271324
Played one of the best campaigns with Chad Underkoffler's Swashbuckers of the 7 Skies, uses the PDQ# rules (like Zantabulous Zorceror of Zo).
Kind of FATE-like, your (freeform) Fortes are Aspect-like descriptors that also provide skill-bonuses to related rolls, and function as stress/damage trackers and trouble-generators.
The setting is Age-of-Sail Sky-Islands.
>>51271357
Can speak towards savage worlds, we're currently doing a pirate game with it and it's gone well.
>>51271324
For real? GURPS Martial Arts covers fencing extensively, you got 258 pages of pure real martial combat styles and rules for everything, you can riposte, sovenhu, mordhau or even stripszeu the fuck out of someone.
Get on gurpsgen, download the basic set and martial arts pdf and ask the anons for help, we are happy to guide someone new.
>>51271324
I'd think it'd be less a matter of system and more a matter of GM/DM/ST skill to pull off a swashbuckling adventure.