[REGISTER] or [LOGIN] to browse without adverts


I'm new to 7th sea (but experienced GM otherwise). My players want to be crew members of a ship, so it looks like our adventures will involve a lot of sailing and ships. But, since I'm new to the game, I don't really understand how naval combat works. Can you give me an example, round by round? I get it that the ship's pilot/captain can spend their raises on negating damage (which represents clever sailing etc.). What about other PCs? And crew?

Forum category:

  • by BluSponge blusp...
  • Wed, 04/05/2017 - 17:11

I'm playing around with some ideas to go along with Rob Donoghue's Expanded Ship Rules.

In a chase between two ships, what Opportunities might you offer either of the captains?  Here's my list so far:

Forum category:

  • by Allen Hueffmeier
  • Tue, 07/05/2016 - 12:54

I've read over the suggested actions list, and it occurs to me that ship combat might be a more seperated version of character combat.

It appears that if you want to do damage you should man the cannons. If you man the sails your rolls might effect movement, blige crew might take damage of the ship.  Has anyone tried this?

Forum category:

  • by Alfredo Tarancón
  • Tue, 06/28/2016 - 20:56

So, I'm working on my first game for net month convention, and I've been thinking about starting In Media Res, with the players already deep in a naval battle with the ship from the Villain-of-the-day. The starting scene have our Heroes aboard their ship, in the middle of a crazy storm, fighting against the Villain... And after a little bit of tension and danger, suddenly the storm will stop, substituted by a strange fog, and the Villain ship will be out of view...  

Forum category:
share buttons