Mods, if you think this is better fit elsewhere, please feel free to move it.
After running a few sessions of 7th Sea, I've been kicking around a few ideas of ways to modify the rules for future sessions.
- Progression: I'm not sure how many people run into groups that don't focus on progressing a main storyline, but I know my group has been rather odd with it all. I'm looking at tweaking things a bit to allow players to progress at a pace they want while the story still progresses.
First, every player still gets a story of their own. I would suggest that this story drives their character's plot forward, and they have a set, fitting reward for it. Unless something needs to change, these are set. (Example: Dalemir, a disgraced noble, has a 4-step plan to go back to the Sarmatian Commonwealth, with the goal to acquiring the Signature Item in the form of of an ancestral sword).
Second, GM Stories work a bit differently. As steps are completed, players may "cash" them in for upgrades that the player is looking for. (Example: The party has completed 2 steps of a 4 part adventure. Dalemir may cash in early to gain the Sorcery advantage, while another player could wait for the story to be completed for a 4-point reward).
While this does change certain dynamics a bit with GM stories, my group seems to enjoy knowing that they are leaving a session and making progress on their characters, even just a Step for a 5-7 hour session.
- Character Creation: I'm kicking the idea around, but I'm thinking of just removing the Backgrounds and allowing players to just take 20 points in skills, 15 points in advantages, and taking two Quirks of their choosing (or making their own). This gives a bit more freedom for characters that don't necessarily fit into the preconcieved notions regarding certain backgrounds.
- Brutes: While the rules are a bit fuzzy until you get into the action scene example, there has been much discussion about whether or not swordsman manuevers should defeat more than one brute at a time.
Personally, I like the idea of 1 Raise equals one Brute, as it doesn't make swordsmen the de facto brute-slaying machines. As a counter, I'd look at certain two-weapon styles (like Soldano) and bring back Whirl to better handle brutes. Perhaps "Gain the Whirl Manuever: Defeat a number of Brutes equal to your Weaponry Rating."
- Damage Opportunities: Some combat situations have some characters that will have to sit in the sidelines for whatever reason, or they don't have a direct combat role. In ship combat, for example, whoever is at the helm isn't exactly able to do combat actions of their own (unless you count their raises spent as allies below decks firing cannons or reloading them).
A Character may spend a Raise to perform an "Assist." After the first raise, they may spend up to 3 additional Raises; these may be applied as additional damage to that character's next action.
Example: Riordan, the helmsman, is doing his best to keep the ship afloat in this storm, but wishes to still help his allies by lining up a shot from the cannons. He announces that he is going to go hard to port to cross the T, allowing the party the perfect shot against their persuer's bow. He spends one Raise to take this action, and spends three of his other Raises to allow Angelina, the captain, to perform an even more accurate (and deadly) volley than originally expected.
- More to come as I finish making notes/do things with my party. Other rule ideas include:
- Grandmastery of multiple sword styles (thinking having Duelist Academy twice, then a 6pt advantage to blend them together).
- My tweaks to Knights of Avalon (May be a different thread altogether).
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