Veteran RPG'er/Noob 7th Sea'er about to start GMing my first game. I've read over the rules and have numerous questions:
1. P. 175 Creating Opportunities - gives the example of knocking the pistol out of the guard's hands. It has the imprisoned person using a raise to pick up the pistol. Why? Also, if I understand the action mechanics correctly, Lets say Person A has 5 Raises - guard has 4 (does the guard get raises?); if Person A uses 2 raises (one to hit the guard for 1 wound, one to create the opportunity), does that mean that the guard goes next with 4 raises to 3?
2. P. 183 - In the action sequence example, Brand's dice exploded. Why? How do Exploding Dice work in the new system - I thought they only came out when the character was sufficiently wounded. What is their effect?
3. P. 184 - the way it reads, the villain has to spend a raise to lift her pistol and then another to fire. If so, wouldn't she be at 3 raises instead of 4?
4. P.184 - Brand changes approach. GM says costs 3 raises. Why? - 2 to avoid the pressure, but why the 3rd one? Where in the book is this - I missed it.
5. P 185 - Brand runs through the Brutes without any risk of being hit. Why? When can a Brute Squad attack? In the example, they don't. I understand that a Brute Squad does damage equal to their strength. When do they do that damage?
6. P. 189 - In the example, Adam's encounter with the thug could have devolved into an action sequence. How does this work? Does it work?
More General Questions:
Villains - it seems to me that based on the Villain's mechanics - even a weak villain (5 villainy points) can be strong very quickly, a 3/2 villain spends one story on a scheme that succeeds - is now a 3/6 villain; and so on... or am I reading it wrong?
Thanks in advance for your responses. I'll have more questions as I solidify my understanding of the rules.