The rule to change approach bothers me a bit. What if someone with 0 social skills just say he want to attack and change approach right away into a social skill like allure or scholarship? He would keep all the raises -1 and that will always be more than a paired trait 2+skill 0. Am i missing something?submitted by /u/Fogato
While reading the manual, 2nd edition, i saw that schilarship can be used to heal wounds (normal ones i guess). How does it work? 1 for 1 heal?submitted by /u/Fogato
It's been a while with no follow up. I honestly regret purchasing it now, my heroes ran it, and I shifted focus when I realized the next chapter was no where in sight. And they're just left hanging.
I wouldn't be lying if I said I'm feeling some frustration here that JWP can crank out even more kickstarters but won't even finish the premier story they started their adventure line?submitted by /u/dougiefresh79
Our group started playing 2ed, but the DM was not liking the mechanic so we're moving everything to 1ed. I've decided to make this character a Laerdom sorcerer, however I'm having problems selecting my ruins. Some of them seem to be useless. Any ideas? We're mainly on a boat - we're pirates now :)submitted by /u/kiki_lou
Aka: Pushing Villains
Aka 2: "I want to steal his sword.
Stealing the sword is what actually came up in the game. I let the player spend a raise and he got it. I did it like that only because the villain was next in the dramatic sequence and he could just take it back the same way, then he went stabby stabby and my party is regretting that none of them are duelists (because my villain totally is!)
But as I was thinking about it more, I know I'm not satisfied with how I ran it, because nothing really happened in the game. We spent 2 actions and the status quo was back.
As part of thinking about this, I thought about a cliff, where the hero and villain are tussling. It feels a bit unfair that the first turn can shove a person off the cliff. I was wondering what the proper mechanic would be like for it.
Now, I was going to come to you wizened throng empty handed, but as I was writing this, I think I may figured out a way to do it.
So the Hero's action comes up, he wants to steal the sword. I tell him its a contested action, so the villain will be spending raises to counter it. The Hero thinks about numbers (or maybe looks at the board? Do you conceal the raise count from people? I didn't keep it a secret, but I don't have it in plain sight, as I'm on the blinder side and have it right in front of me.)
So the Hero uses a raise and goes to yank the sword as an action, the villain decides to contest and spends a raise to counter, then the hero really wants the sword so drops three more raises to take it and the villain looks at his budget for the round and decided if he drops the stupid thing or if he really needs to use it, so spends raises to match.
In terms of the cliff side, the villain says "I'm going to push you off the cliff" and the hero says "Nuh-uh!" and the instigator spends raises to make it happen and the defendant spends raises to counter it.
I don't know if this is how it should be done. It would make sense that you can tussle with the villain and get him into an advantageous place for your allies to attack ie: no longer has raises to mitigate incoming attacks.
This way I totally made up while typing and haven't thought about at all looks like its nice on the surface, although I haven't played enough to really know for sure. It seems like in a action/Dramatic sequence, with the raises all rolled out already, the meta-game-ness of being able to count remaining raises makes this not as great of a thing. The cliff could totally be a risk and would make sense, although villains are really strong.
Would this be something that you would use Consequences and Opportunities for instead?submitted by /u/mattwandcow
If you just did away with the difference between action and do mama, could it work? Just resolve everything as a drama scene?submitted by /u/signoftheserpent
I want to run a seventh sea campaign, but want more fantasy elements like spellcasting and mages and the like, any tips on additions or homebrew rules that make it more mage-friendly? Or any similar systems to 7th sea that would allow it?submitted by /u/Predicted
I'm trying to get ready to GM this game, just finished reading the book and thought I had a decent handle on it. Wanted to see an example so have been watching the Starter Kit videos on Alpha.
Just about the first thing that happens [Episode 2, 5:20] is they encounter a burning ship and JW declares they're going to have a "Wits Risk". They roll Wits+skill and for every raise they get to ask a question and get a true answer or declare a fact that is true.
Is that in the book anywhere???? Did I miss something? I only saw a couple advantages that allow questions to be asked and they come at a much steeper price of a hero point. So this seems extremely OP. Also, how is that even a "risk"? No consequences were given. Was he just making up new rules to make it easier on the newbies and make the show move along quicker? Do any of you use something like this in your games?
Are any other rules being broken in this series that you know of? Aside from rules questions, I really enjoy the series.submitted by /u/Xoraxax
Mabuya(pag. 191)and other monsters of Pirate Nations have this Monstrous Quality... But what does it mean?It's equal to Fear/Fearsome?submitted by /u/The_DiceFather
I think the one thing that frustrates me most about the 7th Sea “nations” books is the frequent mismatch between the maps provided and the descriptions given in the text. I caught a bunch of these during the feedback period for the Nations of Theah books, sent them in, and for the most part they got them corrected. I wish I had the time to do the same with the later books. I sat down this week to read the Lands of Gold and Fire hardbound and I keep getting jerked out of my enjoyment by inconsistencies between the text and the maps. Two example on adjacent pages:
On page 18, the text spends three paragraphs describing a place called Timash al-Iter. I scoured the map for the location of this “large bay” associated with the Iteru river. Can’t find it. The following paragraph gives a clue, talking about a great hero by the name of Apis who apparently lives in this Timash al-Iter area. And the map does have a place called Apis Bay. Are they the same place? The book never really says. In a later section, on page 163, the text describes a most dangerous part of the Iteru river, the Bay of Apis. The description for this bay nearly perfectly matches the description of Timash al-Iter, but the text fails to link to two names. Timash all-Iter is mentioned in the last story hook for the area, but again, it’s merely an inference from the reader that links it to the Bay of Apis.
Worse is a section on page 19 about the Joliba river. It talks about plunging through thick jungles and waterfalls, and spreading out into a huge wetland along the borders between Manden and Aksum. Nigh impossible jungle marshes, it claims. The text calls this region the Dambo. Flipping to the map, I can’t see any jungles, waterfalls, or huge wetlands with nigh impassible jungle marshes anywhere along the Joliba river. And as far as I can tell, Manden and Aksum don’t actually share a border. Squinting hard at the map shows the national boundaries of these two lands separated by some other unnamed land through with the Joliba river flows. I can’t find the name Dambo anywhere on the map. Perhaps this vast jungle marsh exists somewhere beyond the southern edge of the map, but the borders of neither Manden nor Aksum extend that far South.
And that’s just what I’ve noticed in the first 19 pages.
Am I the only one bothered by the lack of consistency between the maps and the text? I guess I need to set aside more time to review the upcoming books during their feedback time...submitted by /u/jkusters
I recently started running a game of 7th Sea (2e), loving it as much as we're only a session in. I can tell this will be a system that I'm going to be buying all the books for, because I'm magpie like that, and the art has been gorgeous and evocative. The question is, of course, which book should I get next out of the set? and which ones are very helpful in general.
I already own the core rule book, of course, and I picked up the Heroes and Villains book, which was useful, but it wasn't quite as useful as I was hoping for.
My biggest weakness in the system, AFAICT, is in Dramatic Scenes. I'm not sure how those well and would love a bit more documentation on it, but really, I'm super excited about the system and am champing at the bit here.submitted by /u/mattwandcow
"The Heroes of Eisen"
So I was in 7th Sea game run by a fantastic GM. He loves making the players squirm, gasp, and cry lol. But he also loves making the PCs, "epic" characters. For example, my character was a girl whose father disappeared, and when her mother went to look for him, she was eaten by wolves while her daughter (10 yr old) watched. So Sofia's goal in life was to seek revenge on the ones responsible. Come to find out...she was part of a line of powerful werewolves. :D
So, since the game was starting to wind down about a month ago, I asked the GM if we would mind if I took the world he built, and built my own world off of it, 20 years later. A sort of spin-off series. He was honored! We have started and I think it's going to be awesome. The PCs will be NPCs and will make an appearance for sure. There are also lots of changes. Count Verdugo is dead (a PC killed him out of revenge). There are 4 moons in the sky now. Die Krutzritter has a new leader. A pack of werewolves keep to themselves in the Libliche Wald, but they don't bother anyone, and there is a pact in Atemlos that they don't bother each other. The Eidhorer magic is no longer a thing. And Porte magic is very different now.
It's going to be awesome and I love that the previous GM is on board with this. :D Anyone else ever do something like this before? How did it work out?submitted by /u/lizzythelizzard
I realized that in the creation of stories i'm too much used to d&d and i'm having troubles creating 7s adventures. I mean, intrigue is cool but already came up with saving npcs, persecutions, assassins, duels and i need help gathering some ideas and scenes. Can you give me some advices? Ty.
Ps: stories bounded to Syrneth ruins and artifact are too much d&d in my opinion.submitted by /u/Fogato
So, I'm a couple sessions into my 7th Sea game. Veteran GM, but 7th Sea is throwing me through a bit of a loop, specifically regarding fights with single villains/monsters.
With Brute Squads, there seems to be plenty for a party to do even if they're not combat capable, but how would you handle a battle in a twisting system of caves against a giant burrowing spider or what have you? It seems that when there's just a villain around, anybody who isn't a duelist just doesn't have much to do, other than apply a bit of pressure, or do a little bit of damage -- And that's not particularly engaging or cinematic.submitted by /u/Schimmelreiter
I may be reading the core rules wrong, and I’m fairly new the 7th Sea so that’s entirely possible, but it seems to me that while the rules for combat are clearly defined the rules for social risks are...less so. Am I just missing something or are social situations more fluid and improvisational?submitted by /u/bringdownbunch