I’m reading the books, trying to take in this massive, beautiful and exciting world of Thea and I really like it so far. I’m not a rules buff but I’ll get to that eventually and it won’t be a problem.
Right now I’m looking for pre-made adventures and scenarios. As far as I know there is none from JWP themselves and only source books are planned going forward. Anyone have any recommendations on where to look? I guess there is some to be scavenged from 1st Ed?submitted by /u/wingate32
This was Inspired by the floating island cities of the Tessera from the 1st ed. They lost a war with another Syrneth race and lost. Some of their island city crashed into the sea this one hit a submerged rise and landed diagonally.
Thank you u/kittybikes47 for helping me get this picture onlinesubmitted by /u/-LaithCross-
I'm very interested in the setting presented by 7th sea, but I've heard some negative things about the rules for 2e, while the rules for 1e feel a little too crunchy.
Is there a different system you guys use that you reccomend?submitted by /u/OneFanFare
First of all, I'm new to 7th sea franchise in general and hell, I didin't even back the 7th sea: Khitai. These thoughts are just first impressions by looking at the Khitai quickstart. If you think my opinions doesn't make sense, just ignore it. Also English isn't my first language, so it would be very grateful if you will kindly look over any grammatical/spelling errors.
Khitai quickstart starts with these words.
"In the East, the Hero’s role is different than in Théah. The Call to Adventure is very real, a spiritual urge to travel toward one’s destiny. It is not metaphor, but an inevitable pull all Heroes feel, a pull toward a duty that is greater than a Hero’s own desires. The Song of the World brings these Heroes together to fulfill important roles.
In Théah, the Hero walks her own path. In Khitai, the Hero serves the World. In Théah, honor is personal. In Khitai, it is supernatural. "
So, in North/South East Asia(Khitai), supernatural is everywhere. It is blended in everyday life, and heroes commit to a grand cause/mandate of heaven/destiny.
...Isn't it same as everywhere else? I mean, at least beside Western Europe?
Why is Khitai getting special treatment? Why is the East so mystique and supernatural so they have to use special rules? Heck, even the nations of the New World didn't get such treatment. And I highly doubt cultural/philosophical similarity between Theah and Aztlan is higher than that of Theah and Khitai.
I mean, so many western works depicts East Asia as like "OOH! So fantastic! So special! So different from ours!". Well, the truth is the modern West is different from everywhere else. I would have liked it if Theah got special treatment instead, making everywhere else use the same rules and Thean heroes getting different stats/skills. Of course, every region: CE/Ifri/Khitai/Aztlan each uses compatible but different rules would be best, but I understand the creative difficulties.
Going to each nations, I feel like important nations of Northeast/Southeast Asian nations have been eradicated and replaced by Oceanian nations. Couldn't John Wick make another supplement featuring Polynesians and Australians?
Or alternatively, divide Khitai into two different regions. India/ASEAN countries besides Vietnam/Polynesians at one side and CJKMV(China+Japan+Korea+Mongol+Vietnam) on the other.
For instances, I'm very surprised to find that there is no Indonesian counterpart. Wasn't Indonesia far more important nation in global history than like, my home nation Korea? If there is no Indonesia, where do theans buy spices? Thai and Vietnam could be great rivaling countries, Philippines could be used to show Thean conquest to Khitai. Manchus and Mongols, Turks, Uyghurs, Tibets are all mingled together with the name Khazaria when they could be separated with own niches. Why are they not included, and Korea: which shares a lot of culture and lifestyle with China, included? Is it because of BTS syndrome? I hope not.
Looking at my home nation's counterpart Han, also bothers me. Leak materials from internet said that Han claims most of Khitai's culture originated from them. Well, that's mildly offensive since it is similar to the netouyou(Japanese nationallist/xenophobic alt-rights of internet) hate meme: "Koreans claim everything is originated from them". And I really don't like the whole independence movement theme of Han. Korea seldom had been a vassal of China besides the Yuan dynasty era(Another western misconception is looking at the Chinese tributary system as western vassal system. I hope JW researched enough.)
If you ask me how Han should be portrayed, I would say very academical/centralized/farming oriented/Yugyo zealots. 17th century Korea tried to spread Neo Confucian Ideals to every inch of the nation. It would be wrong to say Korea tried to become little China. No, they wanted to become purified and perfected China that China never reached due to their massive size/different cultures/ongoing warfare. The government destroyed Buddhist temples, shut down national Taoist shrine, and persecuted shamans and witches. I don't see these themes from Han, so I'm kinda worried that Han will become just separatist Shenzou.
Of course, JW had done a lot of great job, and I truly hope that my worries and fears are proved wrong at the final material. Thanks for reading.submitted by /u/tg0098
Last night, we had our very first session of 7th Sea! All in all, it went pretty well, but a question about the leadership advantage arose.
Per the book, the Leadership advantage reads as follows:
Spend a hero point to inspire a group to action. The group must be able to hear you, but if they can and they agree of neutral or better disposition, they will do whatever you command so long as it is reasonable - they are unlikely to throw themselves off a bridge to certain death, for example.
Another player used this on the party to stop us arguing (in character) and move forward as a team. I'm confident that this advantage is intended to be used on NPCs, not party control, but im having trouble finding an exact quote from the book to support this.
Any advice is appreciated!submitted by /u/UnsureSanity
I'm curious: is the 2nd edition a "one off" of many different books ending in Lands of Gold and Fire, or will more books eventually go out? My google-fu has proved fruitless in trying to find out :(submitted by /u/FaallenOon
Does anyone know if someone wrote up how to use the new settings, sorcerers, and world from 2nd edition but with the old 1st edition rules and system?
Our group is loving the new 2nd ed world, just not so crazy about the mechanics.submitted by /u/anansier
The stolen Syrenth disk- stolen from a dig site on the southern vodacce coast. This golden disk is 2 and 1/2 ft wide and sports a fist sized ruby in it's center . The disk is divided into 16 panels, not including the section with the gem. Each of the 16 panels is carved with a different symbol. Up to 3 panels can be depressed at any one time. The ruby is carved with the symbol for the Serphim of flame.submitted by /u/-LaithCross-
Okay so we had game last night and the 5-person party (2 Duelists) encountered a Strength 10 Duelist Villain. Between those two and the fact that the one "pistoleer" character has as her style that she carries four pistols (ala Kenway in Assassin's Creed), the villain had to yield the fight due to Dramatic Wounds, even though they had only barely filled his second line in ONE ROUND of actions.
The Villain's raises were sapped on Parries and Ripostes until I realized he'd get nothing done, so I started taking some of the damage. Then the first Duelist pops his Virtue as he strikes, dealing a Dramatic. Then the Pistoleer fires a 2 raise shot that both deals the firearm Dramatic AND rolled the damage over to the next line, so his THIRD Dramatic Wound. two more actions go by, he's able to attack ONCE, and then the pistoleer goes again, dumping another 2 raise pistol shot, and now by all rights the Villain is Helpless. The other players just sat back and watched as this fight took less time than the fight to get to him.
Was the answer to throw unrealistic obstacles in their path? Blow all of my Danger Points to ramp their difficulty up? Just ignore Dramatic Wounds on Villains? The whole fight was just utterly unsatisfying and underwhelming to me (obviously the players dug the hell out of wiping a boss so easily) and I'm not sure how to make it more mutually palatable.submitted by /u/Viavirtus
One of my favorite storytelling tricks is to subvert the game for a session or two. Never mid-session when immersion is high, but usually at the start or end of a session when I can set either set the scene clearly or as the conclusion of an odd one-off or sideline. My 'go-to' is making what they just experienced a Matrix simulation (because I'm a Matrix nerd) or, more recently as I play 7th Sea, an Animus session in Assassin's Creed.
I pulled it on my party last night. I started by giving everyone their usual hero sheets and my first line in game was "As you pull off your headsets, the first thing you see is the rep from Abstergo smiling at you. 'How'd you like it? Now we want to launch with 'Pirate Adventure' because its the furthest along in development, but this is just one of the millions of possible storylines aggregated from the Animus tech that we could go with. What did you think?'"
Mechanically they could double their Trait for any "real world" scenes as well as carry over three Skills from the previous session as 'Bleeding Effect.'
Has anyone else thought of pulling this?submitted by /u/Viavirtus
They were one of the best parts of the 1st ed. No official word and almost nothing on this sub or in any of the other 7th sea ports I have found myself in. maybe now that john wick has joint team cthulhu he will bring them back in full creepy-ness.submitted by /u/-LaithCross-
I have a question, can a Sanderis have more than one dievas when making deals? Say my player has 4 sorcery can he have two deals with one dievas and two with a completely different dievas or even one deal with four different dievas? Is there anywhere a rule is stated about this?submitted by /u/Bizbok
Ahoy the deck!
My group is a "Dad's crew" consisting of me, my friends, and our kids of various ages (9-16). For my younger players, I'm trying to find simple, 7th Sea/Swashbuckling -related card games to keep them occupied during "the boring parts" (ie the role-play). Back in the day, Assassin's Creed Recollection had a card game called tactics, which played a little like Fallout's Caravan. Board of three zones, card values add up, first to 10 secures the zone, first to hold 2 zones wins. There's a similar game I found on Amazon called Loot involving Pirate cards winning ships of varying gold values. I'm also bringing Pirate Fluxx to our next session and see how that goes.
Does anyone have similar, simple-to-learn games?submitted by /u/Viavirtus
A friend of mine is GMing 7th sea 2ed, and he's ruled that, due to the way Le Strade's maneuver is worded, it can't be used in the same manner as a riposte, so in order to actually prevent damage the maneuver must be executed before any damage takes place. Is that how it is actually played? Because, if that's the case, it seems massively underpowered.
With that aside, no matter what happens, I probably won't be able to change my friend's mind (I've already brought the matter up a couple times and both times he's said no), so it ends up being a maneuver that has to be declared prior to receiving damage but only prevents damage once (so if my athletics is four, and the enemy does a feint, I still lose the 'prevention' effect). Do you think a maneuver like this would be actually useful in combat? Because to me it seems massively underpowered when compared with other fencing styles.submitted by /u/FaallenOon
I've been taking my players through the Grand Design and it's been a lot of fun. We play at night for about two hours every other week and have been making some great progress. Ultimately I'm having a blast, mainly because I'm letting the players do most of the talking. I thought I'd share some things I've learned.
First I set a few ground rules up front.
- Everyone is a Hero...no villains or anti-heroes. Everyone works together. No lone wolves allowed.
- Corruption: I posted the corruption rules for everyone to see and I enforce them with the suggested warning in the main book.
- Examples I've encountered include: Resorting to torture. Making a despised villain suffer unnecessarily because they can. Leaving someone to die when they've agreed to help them. Killing is not off the table..Assassins have met an untimely fate at the hands of my Hero's blade. I just won't allow an unnecessarily drawn out brutal death without a reminder about corruption coming into play. To date, the players have always chosen to find another way.
- This is a game...we'll play it like a game and not an immersive simulation. Examples include starting adventures in the middle, telling them what the goal of the story is, freely giving them information without resorting to die rolling.
- I also expect players to find reasons to want to be a part of the adventure. If they missed last game and are at the next...they tell me why they were gone and how they got back. If a player asks why they should care about something, I ask them to tell me why their character should care about it. Make it up, I'm open to pretty much anything. We're here to have fun and tell a story together, that requires some participation.
Opportunities for Improvement: It was a little tough learning the rules at first. Task resolution was easy but things like healing, villain die pools and wounds, and what to do during a heroic standoff with a villain are buried in paragraphs of text that make it difficult to find them when you need them. The game would be vastly improved with a few information mapped pages available for reference while playing the game. I have the Game Master's Screen and it's not as helpful for this as I was hoping.
Reading a few of the adventures written by John Wick and team actually helped me to fill in some gaps that were missing from the main book.
More examples of consequences and opportunities would also have been helpful. I do my best but sometimes feel like I come up lacking in this area.
Strengths of the Game and How I Handle Them:
- Conflict resolution: I love that players will basically succeed at all of their actions. It's awesome, they're awesome, and it helps game play a ton. The more amazing things they do, the more people know about them, the cooler they feel and the more I can pump them up. I've given them reputation, patrons, and more as end of story rewards based on their actions. Last night a Hero resolved a standoff with a villain simply by reputation alone.
- I embrace the narrative style: Players set the bar for their character. After the first game I stopped trying to tell them what happened and started asking them to tell me. They take out five brutes? Amazing, tell me how you did it and add as much style as you want. The villain hits you with his hammers and deals a dramatic wound? Tell me what that felt like and what happened to your Hero. You intimidate the brute squad to free their captive? Awesome, tell me what you said and what you want to happen.
- Approach: I follow the approach rules and don't let players make skill and trait combinations that give them maximum die pools all the time. Example phrasing.."That doesn't sound like wits it sounds like panache. " or "You said you rolled weaponry, you'll have to spend two raises to change your approach and avoid that consequence."
- I buy Hero Points like they're going out of style. Extra dice? I'll take those! I use them to empower my villains and the Heroes. I want them to use all of the cool advantages and powers they have as much as possible. It also gives a safety net to keep taking actions if a Hero is dropped to incapacitated.
- Spending Hero Points mean something: If a player stops my dramatic showdown with disarming smile...that's awesome, they flash a smile and the villain is intrigued or maybe even smitten. It's happened twice and I've had one villain leave to show up and fight another day and the other fell in love and dreams of seeing the Hero again. A Hero uses sorcery to avoid a planned encounter...sweet let's just move on with the story, great job.
- Scene structure: I pretty much tell the players as much as I need to in order to make the game fun for all of us. If players are confused about a plot point or scene, I just tell them what's going on. If I need to hide something, I tell them it will make sense after this scene or something like that. I don't force them to put the pieces together. I don't want confusion. I want Heroics.
- Dueling: I let the duelists dole out as much damage as they can. I don't shy away from it, I embrace it. That also means my Villain duelists will be doing the same. The result? Brute squads get decimated and duels between Heroes and villains are intense! I've had an assassin duelist completely trounce a Hero, a duel fought to the point that the Hero had to use hero points to keep fighting to barely win, and dastardly villains plead for mercy after experience a few cuts from a Hero duelist's blade. It all ends up working out if you just go with the flow.
That's all I can think of for now. Anyway, it's been a lot of fun. The book could be a little more organized in terms of helping me actually run the game. Otherwise we're really enjoying ourselves.submitted by /u/pchopxprs
People ideally not from English-speaking countries:
I'm looking for period-appropriate French, Spanish, or German 'common/folk' music. Clearly not everywhere my Heroes will be will feature harpsicords, and I'm familiar with the American Renaissance Festival circuit, so I already know lots of English folk songs that are 'in period.'submitted by /u/Viavirtus