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Cthulhu Netobvious
Cthulhu Netobvious's picture
Sneak Peaks (that do not breach non-disclosure)
kickstarter, map

We can use this thread to post sneak peaks of the 7th Sea 2nd Edition (unless non-disclosure clauses prevent this).

This is a map printed out by Fabien Badilla. John Wick posted it too, so it seems legit. cool

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TAJ-07: Technopriest And Justicar Of 7thSea2e

True Iskander
True Iskander's picture

Woohoo! That looks awesome.

Just a side note, I really hope the maps include a scale.

Salamanca
Salamanca's picture
I actually would prefer them without. No scale let's a GM deem the distance appropriate to the adventure. If you need the trip to take a week, it takes a week. If you need it to take three days, then it's closer. If your map says it's 300 miles to Chicago, the players will hold you to that and insist that they can ride there in a specific amount of time. Now, if you tell them it's 300 miles or 200 or 500, they have to work with it. But it's easier to do that without a scale.
BluSponge
BluSponge's picture

Nope.  Sorry, Salamanca.  If you are going to give me nice pretty maps to work with, don't cheat on the scale.  Sometimes it's important.  You can still handwave the road trip.

Bradley
Bradley's picture
It is 300 miles to Chicago as the crow flies. Sadly, that path takes you right into a check point with a guard captain that loves to do thorough searches for contraband. And he just got word that there is a bounty on a certain group that looks surprisingly similar to you.
Red Jenny
Red Jenny's picture

This is just begging for this quote: "It's 106 miles to Chicago, we got a full tank of gas, half a pack of cigarettes, it's dark... and we're wearing sunglasses."

Bradley
Bradley's picture
I started there, then took a wrong turn. Which is a good idea to extend things. Explain to the players that OoC, you don't have the info you need to go to the commonwealth, so the characters got a bit lost and ended up in Avalon with their army. Now they have to get back to the commonwealth. So long as you explain it, I am sure the players are willing to go along with it and might even help in some manner.
DaWaterRat
DaWaterRat's picture
I have not had that problem. But then again, we have people in our gaming group with different ideas of what "one day's travel by horse" actually means. The only thing we agree on is that our modern perceptions of travel times, especially as people living in the modern midwestern USA, are greatly skewed from what travel times were in pretty much any era before Mr. Ford's horseless carriage, and 'net articles saying that a horse can travel x miles per hour are useless when working in factors like people not being used to riding, horses throwing a shoe or stepping in gopher holes, that horses can't maintain higher speeds for extended times, they get spooked, they get hungry, they get tired, they get ornery. It's almost like they're a living being and not just a vehicle for travel. :) Not to mention that if you haven't been there before, how to get somewhere looks very different on a map than it does in person. Especially in the days before GPS. There are all sorts of ways to make a trip take longer than it should.
True Iskander
True Iskander's picture
Ah, travel logistics and encumbrance. Two things I always include in my games because I feel a somewhat silly desire to be as realistic as possible.
Seth Woolwine
Seth Woolwine's picture

Not to mention we are talking about a continent that does not have modern concrete highways everywhere. There are roads, but sometimes due to difficulty of terrain the roads are not as straight as they should be. Travel between two major cities usually has a main highway to travel unless it has to go through a mountain range or one particular bridge over a main river. Not so major towns might not have highways left by the Numan empire, nor newly built cobbled roads, but ordinary dirt roads that are windy, difficult to travel in rain or snow, and quite dangerous at night (hence the numerous inns and taverns springing up at this time as way stops for travellers so they don't have to deal with bandits attacking their camps).

Often times if I wanted my adventurers to move quicker I mention that they take a river boat or find passage on a ship from at least part of the journey. But if I want them to move slower I mention the winding roads, hard to navigate steep hills/mountains, and the easily treachorous thick woods. This is why most adventuring RPGs have checks you make while travelling (like sense direction/survival or knowledge (local)). 

So if a GM wants an encounter to happen, no matter the distance involved, it can happen.

Doctor
Doctor's picture

Scale is very important. I can always slow a journey or speed it up but when the numbers become critical, I like having hard numbers.

“Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.”
- H.L. Mencken

Doctor
Doctor's picture

On travel during the analogous historical period here on Earth:

 

"Parenthetically it may be mentioned here that neither gunlocks nor any new invention, school of thought, artistic movement or other innovation spread very fast in these times. There were few roads, and such as there were teemed with murderers, became axel-deep ribbons of mud in spring and turned into glaciers of snow and ice in winter. There was as yet no such thing as scheduled or public transportation. The rich traveled in their own coaches with armed escort; others road horseback; the poor (95% of the population) walked. Under the most ideal conditions, Nuremberg lay fourteen hazardous, bone-rattling days north of Venice by wagon. Eighteen days was good sailing time from Venice to Alexandria across the pirate-infested Adriatic and Mediterranean. A fast courier could bring news from Paris to Buckingham Palace in just a little over two days if he forswore sleep for a day and a half between Paris and Calais, but normal traveling time over the same route was three days. The sea route from Portsmouth to Naples could be covered, with luck, in a month - if storms and virulent fever didn't decimate the passengers and crew, if pirates didn't slaughter or sell all into slavery, or if the Inquisition didn't capture and burn the Protestants aboard. To a journeyman gunsmith, Rotterdam was three footsore weeks from Bremen and over six from Nuremberg. The Italian boot from Milan to Reggio was twenty one days long by coach and two months long by foot- with chances of survival getting poorer and poorer with every bend in the road south of Benevento."

- Robert Held, The Age of Firearms

“Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.”
- H.L. Mencken

Morgan Wolfe
Morgan Wolfe's picture

And even travel by sea could vary -- look at the times for an Atlantic crossing.

In the early 19th century sailing ships took about six weeks to cross the Atlantic. With adverse winds or bad weather the journey could take as long as fourteen weeks. When this happened passengers would often run short of provisions.

Morgan Wolfe
aka Capt. Doña Sir Kestrel of Avalon http://silver-gateway.com/7sea/

Seth Woolwine
Seth Woolwine's picture

I think one thing we should notice is we are not seeing a Montaigne invasion of Castille marked on the map. So if there is a war between the two nations, it is probably not that far along.

Also, we are seeing a lot of familiar place names from 1st edition in different places, but a lot of different ones as well. One thing I am thankful for is that not every Vodacce principality's capital is an island. We see Vestini, Bernouli, and Villanova with capitals on the mainland. At the same time we seem to have a repeat of the island capital-mainly holdings motif with the new faction of Laurentia.

This map has caused me to think of a few more things about Vodacce but I'll spill that out in a different, more relevant thread. One thing I am seeing is that Castille and Vodacce are a lot closer together so I am curious if we are to see some mixing like what happened with Naples and Sardinia.
 

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