New to 7th sea what to start as a GM
How I understood quickstarts are best for learning both for players and gms. I have both Khitai quick start and Long Live the Prince! Quickstart. Which should i start from?
submitted by /u/BlaivasPacifistas[link] [comments]
New to 7th Sea - question about the Stories system.
I have picked the Humble Bundle pack of 7th Sea books, since the vague theme of a swashbuckling adventure on high seas always appealed to me and now I am in early stages of preparing campaign for my group. But I find myself beset by doubts about certain aspects of the system as presented by the rulebook and thought I might just as well ask people who have more experience.
See, the systems we played so far are definitely crunchier than 7h Sea - The Witcher RPG and Cyberpunk Red by Talsorian games and Mutant Chronicles by Modiphius. They all had suggestions about the way a scenario or campaign should be structured, but non had systems in place the tied story progression to mechanics in the same way it seems 7th Sea does.
I can fit player stories within a framework of the way I tend to plot out my scenarios. Discuss the story idea and goal with the player, jot down their declared end point and the next step with agreed upon, then include it at some point during a session in a way that'll suggest the next step. Keep doing that until the story, effectively a personal side-quest is complete.
But implementing GM Stories the way they are described in GM Rules chapter (page 199 of Core Rulebook) seems somewhat antitethical to the way I usually plan scenarios for my group. I am pretty free-form about it, I tend to just drop an inciting incident and see where it goes. Sometimes there is an obvious end goal but often it is just a vague notion way down the line. I didn't try it so I can't be sure, but I am afraid it'll come down as artificial if I just drop an announcment to the tune of "This story is Heiress in Disguise, your end goal is to get Anna Anonymous back to her Castle safe and sound."
This goes double for larger story arcs that are part of a campaign. They tend to spiral out and not be obvious. For example the Mutant Chronicles campaign we played started with players investigating a murder at an auction of a Gallagher clan Claymore (think Dracheneisen weapons equivalent in the setting) that ended up, through a very circuitous and convoluted series of events, leading to an expedition to a forgotten habitat of clan Gallagher. It would be pretty non-sequitur and spoiler if I dropped the latter as the end goal of the campaign on day 1. And that is assuming I knew it would be a possible end point (I did in that specific case, but lot of my stories are way more meandering and malleable).
I am suspecting that I am missing something about the whole system or thinking about it in a completely wrong way, but it is giving me a bit of GM anxiety and I would certainly appreciate help. Especially some explanation how you guts implemented it in practice, on basic, technical level. I know that the book mentions the Golden Rule is to have fun and I am not bound to use the rules. But given that they are tied with player rewards and that I have deep personal dislike for cutting or ommiting rules unless I understand the reason to do so and full implications of doing so, I'd like to avoid spilling the baby away with the bathwater by house ruling pre-emptively.
submitted by /u/SmithOfLie[link] [comments]
100 Questions To Ask About Your Characters - Azukail Games | DriveThruRPG.com
What are sidhe?
I'm reading the Core Rulebook and I cannot find much about the sidhe. I know they gave the Grial to King Elilodd and thus appeared Glamour magic in Ávalon. But there are some anotations about a "Dark and Light Court" (I'm sorry if those are not the exact terms, I'm Spaniard and I'm reading the Spanish version) and I cannot find more information about that...
submitted by /u/AotsukiAyame[link] [comments]
7th Sea 2nd edition Humble bundle, thoughts?
https://www.humblebundle.com/books/7th-sea-rpg-collection-chaosium-books
I have some 1st edition books. 35 items for $18 looks like a great deal. Read many have misgivings about the 2nd edition but if I’m mainly getting these for the setting is it worth it? Thanks!
submitted by /u/TverRD01[link] [comments]
Castille Nobilities
One of my game groups played 7th Sea a few times when it first came out. We're getting back into it. I'm making a Castillian Noble with Sorcery and a Swordman aschool. My question is having both parents be from different noble families. I'd use Gallegos for the sorcery, but one of the other families for the swords school.
So, GMs, would you allow it? Then, everyone, which family Swordsman school would you pick?
submitted by /u/HarleyMakr[link] [comments]
Montaigne vs Ussura conflict
Hello,
please have any ideas about war between Montaigne and Ussura? Little information is in Nations of Teah vol.1. But after that I haven't find anything. Or the war is still in preparation phase and I missed it?
submitted by /u/Bright-Coat9859[link] [comments]
New Gm struggling with Mechanics
Thankfully my players have been really chill about trying out new RPGs. Im just starting part 2 of The Grand Designs but I feel Im still missing alot mechanically.
I saw someone on here already make a great point about scene building and less about encounters. Ive defiantly been more focused on encounters.
I struggle alot with knowing how to use raises and having consequences. 9/10 I just have wounds of consequences. Can I get some tips for how to use raises please?
Im also unsure on for lack of a better word "initiative." Like one raise completes a action, some times spend more then one. Then the next person with the next highest amount of raises. I think Im talking about action sequances. Like if Person A has 6 and Person B has 4. Like If person A spends 3 raises then its person B. However does Person A go again till they are out of raises? Like Turn order can change alot! Wouldn't someone wanna save some to negate moves later. Am I over thinking it? Where do Villians go into this order? I know Brute Squads are at the end.
Thank you for your time reading this. Looking forward to hearing from you guys. Coming from DnD 7th Sea is so different way of doing things
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How do Vodacce names work?
Before you say anything, yes I read the section on the book about names but I still don't get it. That's because there's the names of some sword stile creator(Ambrogia and Mantovani) who have surnames! A thing meant for the princes! So, is there lesser nobles (like cousins/nephews of the princes) or is this just an error they made when writing?
submitted by /u/Poseidon0807[link] [comments]
The Shadow of a Broken Throne, a 7th Sea 2nd Edition Campaign
Episode Three: A Little Drop of Poison
Our heroes arrived in La Motte as the sun went down. They needed to find the Cliffside Markets, and Killian knew just what they needed to do. They spoke to Captain Kira, and they hoisted an odd looking flag. Shortly after, a couple of kids ran by on the dock playing tag. They ran back and said "oh! You want Inez! We can take you to her!"
Audra, our Sarmatian priestess, stayed behind on the boat. The rest followed Killian to find this Inez. They were brought along the docks to a brown haired woman wearing a long coat, her hands in the pockets.
"Going Cliffside?"
She took them to two dinghies, and using them lead our crew through a dark tunnel that opened up onto a waterfall, on the other side of which were the Cliffside Markets.
Built high into the cliffs was a maze of walkways, gantries, and pully operated elevators, with caves peppered throughout the cliffs used as storefronts.
Inez dropped them off with some advice, that two places may interest them; Aleggra's Curios, and Nancy's Spores, Molds, & Fungus. The first was described as a junk shop filled with all manner of weirdness, and the purveyor is a point of contact for Sophia's Daughters. The second place is a bar, where those who work for The Bishop are known to frequent.
She also advised to take care, as members of the same pirate crew they encountered in Pourisse were in town. She said her kids would be about should they need her help.
Sigrid and Vera went to Aleggra's, while Killian, Penne, and Felix hit up Nancy's.
Aleggra's was built in to a deep cave, filled with all manner of junk and oddness. A few sailors milled about, as well as a few pirates that wore the same colours(red & blue) as those they've encountered before.
Our two heroes kept some furniture between them and the pirates, while getting the attention of a couple of Inez's kids. One of the kids grabbed one of the pirates coin purses and rolled under the table. Meanwhile Sigrid yelled "he went that way!" and the pirates ran out chasing the supposed thief.
From there they were able to talk to Aleggra, and learned that The Bishop had taken someone who was a major member of Sophia's Daughters to Monte du Flambeau, and that's who Sigrid needs. Vera was advised that deep within the catacombs below the cathedral was a secret library with books she would need. Sigrid was also able to obtain some of the euphoric plant Magie Rouge.
At Nancy's, things were getting a little more interesting. The bar lived up to it's name, the walls and even the ceiling were covered in plantlife.
They found three men drinking, upset with The Bishop. Through them they learned of a captain named Leon, who ferries missionaries to Mont du Flambeau, and for the right price he'll take them too. They learned as well that The Bishop has been kidnapping people, including Felix's siblings. Finally, they were told of the secret library, filled with tomes of arcane knowledge, and a strange suit of armour.
Meanwhile, some of those same pirates were drinking in Nancy's. Killian kept themselves on the other side of some plants, out of their sight.
The others made no attempts to hide themselves. It wasn't long before the pirates saw who was frequenting their bar.
In the ensuing fight, Felix inspired his compatriots to fight harder. The other patrons ran out, and Penne locked the door, as an attempt to Intimidate the pirates.
Killian realized they recognized one of the pirates as an old friend, Aoife(pronounced EE-fuh). Through this friend they learned the pirates work for The Everlasting Pirate Queen, who is after our heroes for some reason.
A couple of pirates were left and ready to strike back, when Penne shot out a window and dove through, using his knowledge of mathematics to know which counterweight was needed to release the elevator just outside of the bar.
Penne, Killian, and Aoife rode the elevator down and landed at the meeting place they'd all agreed on when they parted.
Felix jumped out before the elevator descended, and had his fall broken by a hapless pirate below.
They all agreed from there to find the Captain Leon and make their way to Mont du Flambeau.
Next, Episode 4: Two Coins For The Ferryman
Onward to Mont du Flambeau, where their intertwined destinies have lead them all.
submitted by /u/Nyarlatholycrap[link] [comments]
How does "alchemist" work?
I've read its description but I don't understand if I can only use those 3 effects or I can invent more.
submitted by /u/Poseidon0807[link] [comments]
Creating a new Glamour Knack that's perfect for getting out of trouble
I'm hoping for advice and feedback on creating a Glamour knack for my game, based on one of my players' character.
The Musketeers of Charouse have started swapping stories about Madigan, an Inish Glamour mage in the court at the Chateau de Soleil. The story goes that Madigan has fairy blood, and her folksy ways endeared her to the Captain of the Musketeers. And when she heard that some of his Musketeers were in a bind, she got herself arrested, outsmarted the guards, freed the Captain's innocent men and walked right back out of the gates of the fortress where she'd been held a prisoner, dressed like a Musketeer herself.
The truth is that Madigan was held as a guest/prisoner of Queen Maab's court until her noble Sidhe lover helped her to escape. And the schemes and conspiracies of Charouse's court seem absolutely harmless in comparison. So when Madigan and her fellow Heroes stumbled onto a conspiracy of religious zealots to overthrow the Empereur, she wasn't shy about investigating. She was the least subtle in her approach, but either managed to bluff her opponents or impress them with her sheer audacity.
The good guys thought she was trustworthy, if brash and naive; the bad guys ended up severely underestimating her. And while she always had help, all the Musketeers have seen is that she walks boldly into danger and walk right back out again. No matter what jam Madigan Rusé (Crafty Madigan) find herself in, she always just slips away, and usually ends up saving some Musketeers in the process.
Here's what I've got so far:
Madigan Rusé (Finesse)
Apprentice: Spend a Drama Die to instantly communicate to any creature in sight that you mean them no harm. This doesn't automatically make them friendly: animals won't feel threatened, but if they're hungry predators there's nothing that says they won't still attack you. Humans and other sentient creatures likewise won't be dissuaded from attacking you if they already mean you harm, but if they're not certain of your intentions, this will convince them regardless of language or cultural barriers. This only works if the Glamour mage truly has no violent intentions towards the targets - it can't be used to mislead anyone into lowering their guard. You may affect as many creatures as you have Ranks in this Knack with a single action.
Adept: Spend a Drama Die to instantly free yourself from any restraints. Knots come undone; locks click open without their key, nets unravel, cloth tears, etc. This cannot be used to unlock the door of a prison cell, only for things like such as ropes, chains, or manacles that are restricting your movement. It can also be used to instantly free yourself from being Grappled, but only if you have more Ranks in in this Knack than the Brawn of whatever creature is grappling you.
Master: Spend a Drama Die to allow your allies to ignore the effects of Surprise, and turn the tables on their opponents. You can choose one person per Rank in this Knack; you cannot choose yourself. Each of your Surprised allies you choose can act normally; each enemy you select is Surprised instead. You cannot select more enemy characters than allies.
Example: Steve and three friends are ambushed by five pirates, and all three of his friends are Surprised. Steve has Rank 4 in Madigan Rusé. Steve can choose two of his friends to act normally, and two pirates to be Surprised, or he can choose all three of his friends can act normally, and one pirate can be surprised.
(Not sure how this would work as far as Brute Squads - I'm tempted to make each Brute count individually, because negating Surprise is pretty powerful as it is. And immediately hitting up to two Henchman or Villains with a reflected, Surprise without a chance for them to resist, might be too much? Maybe they need to make a Contested Roll to give them a chance to resist?)
I'm all ears for feedback!
submitted by /u/Any-Hyena-9190[link] [comments]
The Shadow of a Broken Throne, A 7th Sea second edition campaign
Episode Two: Shadows Cast
Upon leaving port, our heroes each had a chance to speak with Jimmy Two Feet privately regarding the information he had for then. Following those meetings, they all reconvened and agreed their next port of call should be La Motte. While they did not reveal fully what it was each sought, they knew that they all had to go there next.
Aa they had this discussion, a sailor by the name of Sven stumbled into them, and began coughing. He continued to cough as thick black smoke began to pour from his mouth and nostrils. He passed out as the last of it seeped from his face, and it took a humanoid form, with two glowing red eyes. "interesting, it said. "So you're the Six, are you? The six that are supposed to stop...well I must say you don't look like much"
They confronted it, asking who or what the creature was. In reply it said the following;
"oh no, you don't get that yet, not this early. Where's the fun in that?But I'll be seeing you all very soon, I'm certain of it."
The smoke dissipated, and as they all stood there dumbfounded, they heard the cry from a sailor at the gunwales.
"man overboard!"
Everyone could see someone floating in the water. They also all noticed the foggy drifting across the water, which began to envelop the ship.
Then they started to see bits of wreckage, and another body. Then another. Then the flaming remains of a ship.
Aa Captain O'Sullivan barked out orders to lower a boat to search for survivors, Sigrid took advantage of the flames passing by the ship to state into them, reading the future.
She asked a simple question.
Should we enter the fog in search of survivors?
The answer came quickly; no.
They convinced Captain O'Sullivan it was a bad idea, and she had the ship brought about to leave the wreckage behind. As they did so, a body was seen pulled under the water.
Then another, snatched from below.
And finally the third, and this time an oily slick tebtacjr was seen grabbing it.
The Captain called for more speed, but it was too late.
A bulbous, oily black creature broke the surface, with two writhing tentacles and three yellow, blinking eyes.
A battle ensued! Cannons were fired at the creature and it's tentacles, pistols and knives were unleashed at it's horrible eyes. Tentacles smashed down on the deck.
Seconds before the second tentacle was severed by a cannon ball, it snapped in the air and flung 10 crabs the size of a human head on board.
The crabs put up a fight but it was quick work for our heroes to slash and stab them, kick them overboard, and finally Vera transformed into an owl, and picked one up ands dropped it to the deck, killing the wretched thing.
One remained. It grabbed a dagger in one hand, and approached Pen de Medici, snapping the other claw threateningly.
The pair duelled, with the crab getting in some lucky hits before finally being skewered!
Aa they surveyed the wreckage they all agreed to head for La Motte at top speed.
Audra summoned her demon, and he appeared by crawling over the side of the ship, with spindly arms and legs.
She asked for a gust of wind, to help the See, Whiskers arrive that much faster.
He obliged asking only for her to thank him, which she did profusely.
With that, they arrived in La Motte just as the sun was setting.
Next Episode; A Little Drop of Poison.
Our heroes enter the markets of La Motte in search of answers.
What will they discover, and who is sending street urchins to follow them?
submitted by /u/Nyarlatholycrap[link] [comments]
I want to share those drawing I'm making of my players characters.
On the left we have Penelope von Caccini: A sortilega from Vodacce who fled her noble background to live as a pirate. She uses her magic to navigate her way through the pirate life.
On the right Nadine Sanchez: Originally from Montaigne but spent time in Castilla. She’s a doctor and scholar with secret ties to the Rilasciare. Despite her intelligence, she sometimes struggles to relate to the common folk and can come across as rude.
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First Time GM
I was able to GM a 7th Sea second edition game for the first time last night. My group did have a lot of fun but they did feel like super heroes. I know that’s the point. I wanted them to be a little more challenged with out throwing 80 brutes at them. Any advice for making The Game more of a challenge.
submitted by /u/Germindawg[link] [comments]
Wawrzyniec
So I was reading through secret societies and under Novus Ordo Mundi they have the character of Wawrzyniec, a sort of enigma who has recently come into possession of one of the NOM rings and joined. That's fine and not necessarily odd, but his story hooks, with references to him offering to reveal the society to heroes and another with a raving mad man in the streets ranting about "the Devil" taking everything make me feel like there's something I'm missing. Does anyone know where there might be more info on this?
submitted by /u/BenjenUmber[link] [comments]
Looking for a soundtrack that fits 2 characters i have in my 7th Sea, 1st edition, Campaign.
Trying this here too since i didn't have much luck in r/TTRPG. I'm GMing a 7th Sea campaign, and I'm trying to find a fitting soundtrack for a combat sequence involving two specific NPCs (twins). They are Rasmussen School journeymen and Porté sorcerers, and I have an idea in my head for how their fighting style would sound, but I’m struggling to find a music piece/song/track that fits. The last note is that I’m looking for something up-tempo and dynamic. Here’s what I have in my notes about their fighting style's "sound":
"The battlefield becomes an auditory experience, filled with the percussive sounds of their pistols and the eerie melody of their Porté sorcery.
Every shot is a beat in the symphony. The twins are not just firing to kill—they are percussionists, controlling the rhythm of the battle with each shot. The cracks of their pistols set the tempo, dictating the speed and intensity of the fight. Sometimes they fire in rapid succession, creating a fast and frantic rhythm, while other times they let silence build, drawing out the tension before the next shot rings out.
Every time they open a portal, a soft, eerie whisper fills the air, like the haunting melody accompanying their deadly performance. These whispers are like lyrics, just out of reach—unsettling for their enemies, yet part of the music for the twins. The battlefield is filled with these faint voices, creating a dissonant soundtrack that only they can follow.
As they move, blood splatters in graceful arcs, painting the battlefield with every step. These aren’t random marks—they are brushstrokes, carefully placed to create a mural of blood that tells the story of the fight. Even the corpses fall exactly where they want them, as if every movement, every drop of blood, is part of the masterpiece they’re creating."
Thank you for your suggestions!
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The Shadow of a Broken Throne; a 7th Sea 2nd Edition campaign.
Episode One: The Striking of the Match
Note: the players or Sigrid Olvadette and Adélard Benoît Félix were unable to join us for this session. They remained on the ship, no doubt sleeping off hangovers.
Our campaign began in an octagonal stone chamber, with one entrance barred by a portcullis. On either side of the portcullis were two very bored guards. Based on their armour and features, they were Avalonian. Each side of the room had a torch, and in the center of the room was a pedestal, upon which rested a very old helmet.
There was a sudden flash of purple light, and a small girl stood in the center of the room, looking scared. She wore a cloak and a kilt, though the tartan could not be made out. She looked around quickly and grabbed the helmet, as the guards drew their swords.
In another flash of purple light, she was gone.
The next scene was in a brightly lit market square. Based on the architecture, the clothing worn by nobles and that of the very obvious lower classes, this was Charouse, the capital city of Montaigne. Based on the banners, it was the birthday of l'Emperor.
Our heroes were all standing side by side on a makeshift wooden platform, ropes around their necks.
A man stepped forward with a scroll.
"Vera Nikilorov of Ussura, Pen de Medici of Castille, Killian of Inismore, Audra Aorsi of of the Sarmatian Commonwealth, Sigrid Olvadette of Vesten and Adélard Benoît Félix of Montaigne, for crimes against the great nation of Montaigne, and against L’Empereur du Monde, you are to be hanged until dead. There will be no reprieve, there will be no pardon."
He stepped back, and the the sound of wood dropping out from under their feet could be heard.
Just as they felt the nooses tighten, they woke up.
They were arriving at the Montaigne port city of Pourisse on the good ship See, Whiskers! captained by Kira O'Sullivan of Inismore.
It was l'Emperor's birthday, shortly before a parade would carry on throughout the city.
They all headed to The Thirsty Pig, where they were to meet a contact called Jimmy Two Feet.
Shortly after they arrived and had purchased an abundance of ale, there was a flash of purple light and the girl from the opening scene appeared in the center of the tavern. Her cloak billowed, and her kilt could be seen. It was a black, white, and purple tartan. She looked around again, frightened, clutching the helmet in her hands, and in another blinding flash of purple light she disappeared.
One patron fled the bar, just as Jimmy walked in.
He approached them and introduced himself, and just then then a group of 5 members of the City Watch burst through the door.
"Here ye, by order of the Vaticine Church, all who witnessed the supernatural phenomenon are hearby under arrest. Either come quietly, or we will make you come with us."
One of the Watch saw Jimmy, and pointed him out to the Captain, who listed off an assortment of crimes and proceeded to say Jimmy was now under arrest.
At the same time, 5 Pirates burst in the door on the other side of the tavern, yelling "two feet, you're ours!"
A brawl ensued, highlights including Pen distracting the City Watch by offering them beer, Audra approaching the Watch and scaring them all away, and Killian & Vera stabbing a bunch of Pirates, leaving one alive who ran off.
Jimmy suggested going somewhere safer and they all agreed to head to See, Whiskers!
They escaped through the crowds of the parade, escaping Pirates and evading the Watch.
Highlights of that included Pen grabbing a circus performer's flaming baton, swigging whiskey and breathing fire while Killian ducked and dodged through the croud. Audra remained hidden from the Watch and Pirates, and pointed out to Vera that there was a livestock crate with a bear in it. Vera summoned the power of the Leshye, and commanded the bear to attack the Watch as they all made their escape.
On the ship, Killian spoke to the captain and learned that the tartan worn by the disappearing girl was of the Bain Clan, who are a cursed clan of the Highland Marches. They settled on the Shannagary islands, and it's said that they discovered something there.
Something that got the entire clan killed.
Next week, Episode Two
Shadows Cast
The open ocean, secrets hidden & shared, and a strange arrival.
Have you ever noticed how quiet the water is just before a storm?
submitted by /u/Nyarlatholycrap[link] [comments]
[2e] Ship & Crew advantages
I'm listening to The Writer's Room; A 7th Sea Podcast from 2022, and they are referencing bonus dice that Capt. Jesse gets from an ability called "Part of the Ship, Part of the Crew." I couldn't find any reference to that ability in any of the official books; I have them all from the kickstarter, but maybe I missed it somewhere?
Does anyone know if that's a homebrew ability they made up for the podcast, or from a 3rd party expansion on DriveThruRPG maybe?
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1st edition, Rasmussen school, Obligation background question
I'm going to be running a campaign soon and one player has the Rasmussen school. This is the VV pistol school, which gives a 3 point obligation background to "defend the School and your fellow students from the Swordsman's Guild." How do I resolve this background? is it resolvable short of making pistol dueling socially acceptable or dismantling the swordsman's guild? would resolving it after they've defeated a few swordsmen guild members be adequate? its a 3 point background so it seems like resolving it ought to be significant but im at a loss for how to do that.
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