I'm going to be playing 7th Sea soon and I want to make a character who is really focused on supporting the group. However, I'm not entirely sure how to go about that. I know 7th Sea is a game where the PCs are supposed to be big damn heroes with moments to shine, but I'm happy to make sure everyone else shines just a bit more.
To that end, I would appreciate any advice and tips people can offer on how to make and play a character who primarily helps others.submitted by /u/Lexiconjurer
I only own the main core rulebook for 2e and I'm going to be running a new game soon. One of my PC's wants to play a man from the Sarmation Commonwealth with Sanderis magic. I've tried finding more information on Dievai but haven't been able to find more out from the book. Are Dievai invisible to everyone else besides the one they made the deal with? Or are they there for all to see trying to corrupt those around them including the one they made the deal with? Can anyone enlighten me?submitted by /u/Dwygith
OK so I'm beginning prep for a 7th Sea 2e game I'm running this summer and the words "Hidden Arcana" flashed through my head, followed by the idea that to find the Hidden Arcana, you must first find the Sword, the Cup, the Ring and the Staff.
Now, just what the hell are the Hidden Arcana and why would heroes seek them? Should the Sword, Ring, Staff and Cup be literal objects or metaphorical? How do they point the way?
Help me generate a campaign arc for a game intended to span Terra! All ideas welcome!submitted by /u/washeeler
Let me preface this with I'm used to DM'ing D&D. I'm very used to tactical and mechanical rulesets and have just recently been introduced to 7th sea 2e. I realized soon after that it's nothing like D&D in terms of structure and the game is very fluid and has a very loose ruleset. Do you guys have any tips or suggestions for a first time GM of 7th sea 2e?submitted by /u/Dwygith
So I started my GM career doing 1e, in which there's a book specifically for the GM talking about secrets and plots and the like that are happening around Theah. Is there going to be such a thing in 2e? I don't see one listed in the production schedule, but I wasn't sure if I missed something somewhere.
Also I notice that in some books (like the nations books) the secrets for some NPCs are just... put right in their "important people" text. This seems a bit odd since I found a lot of the excitement from my game sessions were from players finally figuring something out about an NPC or a plot or something. If a player is interested enough and does some reading (where it doesn't specifically say GM only like the first book) they can ruin quite a few surprises for themselves about NPC backgrounds. How do you handle this in your games? Is it typical to tell players not to read specific sections of the books or do you just let them do whatever and let the cards fall where they may? I personally miss having specific "gm only" sections in the books.submitted by /u/kynian
Hi everyone! I'm currently reading Nations of Théah Vol. 2 and I have some doubts with respect to Sanderis and Galdr. First, Sanderis:
- I'm having trouble understanding the Seventh Deal from a mechanical point of view. As I get it, the player buys the (seventh) Sorcery Advantage, so she can choose two Minor Favors from this Deal. But can she use them? From Nations of Théah Vol. 2, p. 97–98:
Once the losejas accepts the final contract, after the dievas gives whatever boon the losejas requested, the dievas with its full and complete power physically and permanently manifests. At this time, the previous Deals are forfeit. The losejas is no longer empowered with Sanderis.
When the Hero Point is spent, is it mandatory to cast both the stort merke and the litet merke? Can it be only one (any)?
The Galdr Curse states that (Nations of Théah Vol 1, p. 190):
If your character uses Galdr in an act of spite, passion or for thoughtless reasons, the GM may spend a Danger Point to inflict the stort merke’s drawback onto the Hero. She does not gain the positive benefits of the merke, only the negative.
What bothers me is that some stort merke do not have negative effects! How do you rule this?
Thank you very much in advance!submitted by /u/NachoFailconi
I'm running a campaign soon set in the 8th Sea, and I plan for Gōčihr to be a big part of that. But how do you pronounce it? It's not given in the Crescent Empire book.submitted by /u/BentonSancho
I'm just finished catching up on some reading and getting ready to put a 7S run together and I was curious if anyone had some inspirational recommendations that they're currently going through or recently finished? Books/shows/film/whatever is all useful.submitted by /u/marsuni
Has anyone thought to try to use miniatures for this game? If so how did you incorporate them? My group i play with is very visual and prefer to play tabletops with miniatures so I'm just trying to gather ideas how best to incorporate them.submitted by /u/Dwygith
I cannot stand (not in an angry way, mind you, it is a fun way) that in Galdr there are just 12 runes with two marks each. The Elder Futhark are 24 D:
So, I propose this: for every merke, a rune. First, without any meaning, just in the order of the Futhark:
Beast: ᚠ ᚢ | Blood: ᚦ ᚨ | Courage: ᚱ ᚲ | Storm: ᚷ ᚹ | Iron: ᚺ ᚾ | Light: ᛁ ᛃ
Spirit: ᛇ ᛈ | Star: ᛉ ᛊ | Stone: ᛏ ᛒ | Thunder: ᛖ ᛗ | Time: ᛚ ᛝ | Winter: ᛟ ᛞ
Second, with some meaning, taken by the runes' names (and the rest by discard):
Beast: ᛖ ᚢ | Blood: ᛗ ᚲ | Courage: ᛏ ᚾ | Storm: ᛚ ᚺ | Iron: ᚠ ᛟ | Light: ᛝ ᛊ
Spirit: ᚱ ᚹ | Star: ᛒ ᛇ | Stone: ᛈ ᛉ | Thunder: ᚦ ᚨ | Time: ᛃ ᚷ | Winter: ᛁ ᛞ
I just needed to do this. Happy RPGing.submitted by /u/NachoFailconi
I've been playing D&D (various editions) on and off for the better part of 10 years, and I was just recently turned on to 7th Sea. But I need some help learning about actually playing the game.
What do I need to know to get into running/playing the game?
I understand there're multiple editions -- 2nd is the go-to?
Is there a good online playing community, or should I look for an IRL table?
What books should I get to be a player? A GM?
Are there any good streams/podcasts of people playing that I should be aware of?
Thanks for your help!submitted by /u/blocking_butterfly
I saw some mentions of the leopard cult but no real write up. I'm assuming it's meant to me made by the table unless I missed a write up in another book?submitted by /u/Undeadmentat
I can’t find anything in the book on this, so here is my question. When my Villain takes 2 dramatic wounds, do my heroes each gain 1 bonus die on their risks against that villain? I assume that the rules are the same, it just takes longer for my villains to suffer dramatic wounds.submitted by /u/The-Big-Tree
I'm running my first 7th sea game starting very soon. Those of you who are experienced I'm wondering if you could give me 3 peices of advice you wish you had when you started your campaign.
Thanks!submitted by /u/tprox
I've been listening to the Essential NPCs podcast and I have a doubt about how Addie makes them roll dice: sometimes she asks them to roll a Trait + Skill combination, but I think the Sequence is not a Dramatic one (it is certainly not an Action one), the players declare how many Raises they got, but they do not seem to spend them doing things.
Is she applying a D&D-like rule, i.e. depending on the number of Raises the players achieve an action? Are the players spending Raises? Maybe they edited those parts?
Thank you very much in advance!submitted by /u/NachoFailconi
I've got a player who's a sorte witch, and she just came to me about how different the sorte magic is between 1e and 2e, which I didn't notice when they were making their characters. But going back and reading it over she's right, they removed almost everything that a fate witch can do with strands, leaving just curses/blessings and a new ability to physically pull someone using a fate strand. It's nice to have more defined rules for curses and blessings but it's kind of disappointing that they seemed to have nerfed the sorte magic that has to do with strands.
Have any of you experienced this in your games? How do you make the sorte magic feel more useful?submitted by /u/kynian
I am preparing to start mastering my first adventure with 7th sea. I only have the core book, mind that.
I would like for some experts giving me some tips and solving my basic questions.
How do you guys figure the strength of the villains and brutes you send after your players? Or even monsters....
How do you guys figure the raises needed to complete certain tasks? When should i make them harder?
How could i help my players figure personal quest and story lines to advance their characters? This is more in the case any of them need some help with char cration.submitted by /u/lichink
I've got a player who has built his character to specialize in using guns. We started the campaign as a 1e game, and did the introductory adventure they provide (the lady's favor I think) and whenever they would kill (or knock out) a musketeer they would strip him of his weapons, so the party has like 30 some odd guns in their possession. When we switch to 2e this has made him exceedingly dangerous, as he roles around 12 dice (as I said he focued almost entirely on firearms so his wits is 5 and his aim is 5, plus advantages) and just drops and draws the next gun in his possession . He's dealt upwards of 5 or 6 dramatic wounds in a round when he's gotten good rolls (since each shot with a gun also delivers a dramatic wound automatically).
How can I counter this type of character in combat? It seems fairly difficult for anyone or anything to stand up against him when he's doing that much damage.submitted by /u/kynian