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I've never GM'd 7th Sea before so I've decided to use the adventure in the Quickstart (Long Live the Prince). 

Will this work with the full rules 'as is' or is it slightly different? If it's different I'm concerned it'll confuse me

Sorry to keep banging this drum but this example on page 179 still looks wrong to me:

"And the powder room will explode at 2 Raises and everyone takes 5 Wounds.”

"Hello. My name is Inigo Montoya. You killed my father. Prepare to die..." ~ Inigo

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  • by Joachim Deneuve...
  • Thu, 08/31/2017 - 08:36
  • 5 comments

So, I've got the Khitai quickstart and have studied it a bit, and am going to put out what I think are the differences between the 2 systems:

Traits

Eastern characters pick 5 of these 7 instead of the classic Thean ones: Compassion, Honesty, Joy, Loyalty, Peace, Respect, Wisdom.  I think that two are required by your Nation.  It's an interesting way to distinguish characters more in the traits, and I think it stops one being the obvious choice.  When choosing an approach, your trait is Why you're acting and your skill is How you're acting.

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I need a little help. I'm playing around with a class of consequence that has 2 different effects. So for a really bad example, this single consequence might inflict a wound AND make you drop an item.  It costs 2 raises to avoid completely, but spending 1 raise to avoid one of the 2 effects should be possible, though it feels very unwieldy for the system. Any thoughts on how to simplify this?

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Heya all.

 

I would like to have your opinion about the game system of second edition. Here's how I see it, I would like to know if I misunderstand something here or if my analysis is correct.

 

Basically, traits and skills are kinda pointless.

 

Traits and skill determine how many Raises/Actions you get but (unless you get out-raised in a contested action) you WILL succeed ANY action as long as you have enough Raises to do it.

 

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  • by Seventh Sea
  • Thu, 02/09/2017 - 14:28
  • 1 comments

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.

 

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  • by Nightly Vagabond
  • Mon, 11/28/2016 - 01:03
  • 8 comments

I think I understand action and dramatic sequences well enough.

What confuses me a bit is when, through the course of normal play, a not-so-risky situation arises where a character's talents might be useful, and success or failure both make for potentially interesting twists.

Or perhaps when a single, brief danger is presented.

Let's take an example: A player is talking to a major NPC, but there are facets about this NPC that could lead to a new adventure entirely. However, it's not information the NPC himself is aware of.

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Now for something completely different and unrelated to the dueliing rules.

How would you handle bombs and explosives in 7S2?  Obviously, from the GM side, it could just be a shared consequence.  But I may need to go a bit further down the rabbit hole than that.  I'm looking at running a game next year and one of the villain ideas I'm considering is a Rilascre member who is a real bomb thrower.  

What do you think?

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