[REGISTER] or [LOGIN] to browse without adverts

Random musings and discussions around anything related to the 7th Sea 2nd Edition

  • by Last Frontiersman
  • Sat, 12/30/2017 - 03:18
  • 3 comments

There are some fundamental philosophical assumptions that this edition of 7th sea appears to operate on which I feel the game is the worse for.

I would like to discuss these in hopes that works in progress may take note and pursue a more liberating avenue.  Allow me to first qualify, I absolutely and fervently agree that the goal of a Session is for every player to have fun, and a good experience.  I disagree that the avenue and approach provided in 2nd edition achieves this.

Forum category:

  • by Darryl Anderson
  • Thu, 12/28/2017 - 12:24
  • 2 comments

The five Sails seems like such an interesting place. To me it screams of adventure and intrigue and yet it seems passed over. Is this detailed in any of the books (or going to be detailed)? If not it seems like such a lost opportunity 

Forum category:

  • by Inquisitor Artless
  • Sun, 11/19/2017 - 17:27
  • 3 comments

I had my first session of 7th Sea recently, and I have to say the rules are taking a bit to get used to. The players were:

- A Castillian Duelist trying to gain influence and materials to take down the Inquisition

- An Avalonian Company Mediator who wants to topple the ATC and reestablish himself as the head to make it a better company

- An Avalonian Pirate looking to get even with Reis and Find Syreneth Artifacts

- A Castillian Preformer turned Pirate who's really just along for the ride.

Forum category:

  • by Atomic Hammer
  • Fri, 10/27/2017 - 09:45
  • 2 comments

Hi everyone
Sorry if I posted in the wrong area, but I am looking for players to join my 7th Sea 2ed game for roll20. The game will be Sunday Afternoons around 3pm Central Standard Time and the games will run on a weekly basis from 3-4 hours per session.
This is my first 7th sea game but I have been playing RPGs for over 20 years. The game is open to anyone willing to join who would be patient with possible others players who are new to the game.

Forum category:

  • by Francesco Panini
  • Mon, 10/16/2017 - 05:55
  • 10 comments

Hi guys !

I've had a look at most of the topics in both general discussion and core game rules forums and i didn't find the question i want to ask here (or the answer). But let me know if i'm wrong ^^
So here's my question.

Forum category:

  • by Krystal Stoll
  • Mon, 10/09/2017 - 22:49
  • 8 comments

Some background: 

I ran a 1e game for a couple of years long ago.  As in: 15 years-ish ago.   I have most of the 1e books, including some that list both roll & keep and d20 rules.  About that time life changed, the group split, and I stopped role-playing.  

Forum category:

  • by Giasone Vodocci
  • Fri, 09/29/2017 - 00:29
  • 1 comments

The Linguist advantage in the Core book states that it allows the owner to read, write and speak all Thean languages, even dead one.

But now we have plenty of non-Thean languages and options for Heroes who are only just learning about that part of Terra. So what languages do you think aren't covered by the (Thean) Linguist advantage and which ones do you think would be consolidated for an alternative for those culture groupings?

For example, does (modern) Numian make sense for both the Cresent group, Theans and the Atabean? (Yes, imo).

List so far:

Forum category:

  • by John Keller
  • Thu, 08/24/2017 - 11:42
  • 5 comments
Greetings, one and all! I've posted before about the Duellist styles, and am aware that, while they are inspired by historical and cinematic styles, they are particular to this setting with only passing resemblance to real worldstyles and schools of combat. As an exercise in character creation, I have made PC versions of Fezzik, Vizzini, and Inigo from The Princess Bride, drawing from both the book and the movie. While working on Inigo, it was clear that he should be on the road to mastering multiple styles. This got me to thinking:
Forum category:

How many HP are players supposed to get (in your experience) in a game? In your games, how often do they fail to get one? One of my players wants to play a sorcerer (probably sorte or sanderis) but activating most "powers" costs a HP. He can get on HP for Hubris and Quirk. Then there are fail and "sell dice" options - which of these is more popular in your games?

Also: when you "sell dice" - do you do this before you roll? Before you declare?

Forum category:

Pages

share buttons