I might be reading this wrong but one thing that doesn’t sit well with me is how quickly longer action sequences can be resolved. You know, when you want a bit of ‘back and forth’, a bit of ‘ebb and flow’. For example:
Action Sequence: Storm and Sail
The Heroes are leaving Avalon on a ship bound for Montaigne. Though the weather was overcast, everything was going fine until about half hour into the journey a storm hit them seemingly from nowhere.
(i) Spend a Raise every Sequence to avoid being swept overboard
(ii) Spend a Raise every Sequence to avoid a swinging yard arm from crashing into you (3 Wounds)
(iii) Climb rigging  and untangle sail  so it can be pulled in. If not, ship ends up 5 miles off course and adds 2 hours to journey
(iv) Bail out water from deck every sequence. Once they fail to bail out 6 times the ship sinks
So if a player rolled five Raises he could narrate: "I duck under the swinging yard arm (1st Raise), whilst clinging to the rail to avoid being swept overboard by the wave (2nd Raise). When the opportunity presents itself, I leap onto the main mast and climb the rigging (3rd Raise) and untangle the main sail (4th Raise). Jumping down to the deck I pick up a bucket and help the crew bail out water (5th Raise).
I’ve a few questions
a. Though the above is an Action Sequence, it seems to be made up of Risks (short actions; I believe the game details Risks, Action Sequences and Dramatic Sequences) like avoiding being swept overboard every sequence and avoiding the yard arm every sequence. Is this how the rules were meant to be used? Is it the case that an Action Sequence is just a number of Risks strung together?
b. Assuming a character gets 5 Raises and narrates all the above actions during his first Sequence, all that’s left for the other players’ characters is to bail out the water sequence after sequence after sequence…which brings me to my last question
c. How long should the above Action Sequence last for? To me it seems a tossup between it being over in one Sequence (and as a result of only one player character’s actions at that) or they go on and on. Whether the Action Sequence goes on for only one Action Sequence wherein all the other players have left to do is bail out the water, or it goes on for another 5, 4, 7, 10, whatever rounds, and that seems empty, pointless.
I’m having trouble using the rules to construct my roleplaying scenes; I feel restricted by the rules when making scenes. In ordinary rpgs I can just write up a short descriptive overview and have the players (a) tell me what they do and (b) roll dice to see if they’re successful. With 7th Sea if I do that I run into problems as described above.
"Hello. My name is Inigo Montoya. You killed my father. Prepare to die..." ~ Inigo