Sorry for the incredibly embarrasing newb question, but this has been bugging me for a while and I can't go on until I get it right.
As a GM, I don't know how risks work exactly. I understand the basic rules to resolve a risk, and then we have an action sequence (or Action Scene), which is a series of risks/rolls/rounds. This emulates action rounds in more traditional RPG's.
Going over the rules once more in preparation for a game it suddenly dawned on me that 7th Sea 2nd edition doesn't actually have any rules for "reactive" or "passive" rolls (what, I suppose, other RPGs might refer to as "saving throws"). This is obviously fully intentional and I fully understand the reasoning behind it - there's no need to explain that to me. However, thinking back to swashbuckling literature it's hard to deny that sometimes there is value to knowing whether or not a hero is affected by poison, or is succesfully snuck upon, etc.
So my players ended up in a duel. Being the high rollers they are they bet their ship on the outcome. Luckily they won but I need an idea of Adventure to represent this. Anyone got any ideas or examples of their own adventures they've come up with?
BREAKING NEWS: It seems finally, the world of 7th Sea accepts mature "JUSTIFIED Killings".
So even if the Brutes or Villains are "Helpless" and your Hero kills them, if you can justify the reason for that Kill to be a Heroic Kill (a quick kill, not a slow torturous one), you may just avoid Corruption penalties (unless your GM is a Moralist Puritan).
The Basic Rules cover Théah as a setting, character creation, and the rules for playing the game, making 7th Sea’s core mechanics and setting available to anyone with an internet connection.
All three Basic Rules PDFs are free to share and download, and we encourage you to do just that! We’re excited to make these resources available to new players, and we hope they make it easier than ever to recruit Heroes for adventures in Théah and beyond.