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GMs, how do you set an episode?

Reddit Feeds - Tue, 09/22/2020 - 17:32

I can't find in the core rules an exact description (please correct me if wrong) but an episode seems to be related to a session, if not a session.

But importantly, how do you class it?

And how does that affect things like a hexe's ungents of dramatic wound healing?

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7th Sea 1st versus 2nd ed lore

Reddit Feeds - Sun, 09/20/2020 - 12:16

Hi, I've managed to get hold of a few of the old 7th Sea Nations books but am wondering if the updated compendiums contradict much of the old lore for the game?

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7th Sea: Secret Societies, On Sale Now

Reddit Feeds - Sun, 09/13/2020 - 09:35

This was previously sent out to Kickstarter backers, and is now generally available: https://www.drivethrurpg.com/product/327921/7th-Sea-Secret-Societies

"No more secrets. No more lies. The hidden riddles of Théah finally exposed. Whether you’re ready or not."

This book covers the secret societies covered in the core rulebook—the Brotherhood of the Coast, Die Kreuzritter, the Explorer's Society, the Invisible College, the Rose and the Cross, Los Vagabundos, Mociutes Skara, the Rilasciare (including Sophia's Daughters), and Novus Ordo Mundi. It discusses their origins, organization, and secrets, and includes some encoded information that even most members don't know. There is also a chapter by John Wick in the back discussing conspiracy theories in general, and also includes some new Advantages and game content hidden in the text.

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How many pistols can I carry?

Reddit Feeds - Thu, 09/10/2020 - 12:35

I did not find in the system a limit on how many pistols I can carry. I imagine that the ammunition is infinite (due to the style of play that prioritizes fun), but if I carry 6 pistols, I will be able to take 6 shots before having to reload. The same applies if I carry a backpack with 18 pistols. Can this really happen or is there a limit to the number of pistols?

Extra: if anyone knows of a special weapon add-on, I would be happy with his name :D

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Questions on Syrne artifacts.

Reddit Feeds - Sun, 09/06/2020 - 03:39

I've never played a game of 7th Sea before, but I just had some time to go through the player and GM rule books (1st Edition only). The brief section on the Syrne civilization interested me and if I were to run a game, would probably base it on something of theirs.

Is there a book which gives more detail on them, or at least the sort of things their artifacts do? Or is it intentionally kept bare to allow the GM to do what they want?

I don't mind looking into 2nd, just haven't gotten there yet.

Sail well.

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[2nd Edition] Advanced Combat System

Reddit Feeds - Wed, 08/26/2020 - 16:18

Like many people, I enjoyed the new character creation rules for 7th Sea 2nd Edition, but was thoroughly underwhelmed by the oversimplified combat system. I was wandering if anyone has already home brewed something more akin to 1st edition, using 2nd edition core mechanics, or if I should proceed to do my own.

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Reddit Feeds - Wed, 08/26/2020 - 06:53


I could have sworn that I'd seen something in one of the second edition books about General Montegue in the new edition. However, other than brief references to his being married to Dominique and missing, I'm now having trouble finding it. Can anybody help?


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Secret Societies is out!

Reddit Feeds - Fri, 08/21/2020 - 20:13


and it has zero mechanics/crunch so far that I've seen. Lore Dumps are always nice I guess?


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The Bourghishman - Villain for my Upcoming Game

Reddit Feeds - Mon, 08/10/2020 - 01:25

Gonna start GMing a game (probably) this week! This will be my first time playing 7th Sea but I'm pretty excited! Decided to share a villain I'm developing for the second act of the game: a brutal Eisen pirate known only as the Bourghishman.

For context, my players are two escaped noblewomen turned corsairs: a Montaigne captain and Porté sorceress; and a Vodacce teenager who wants to become a duelist.

The Bourghishman (real name: Hendrick Von Freiburg):

Power: 10 Influence: 5

Virtue: The Magician (Willful): Target a Hero. They cannot spend Hero Points and you cannot spend Danger Points.

Hubris: Reunion (Bitterness): Gain a Danger Point when you bring up an old grudge or bad feeling when doing so will lead to trouble.


Duelist (Drexel style) Bruiser Hard to Kill Married to the Sea

Ship: Weichter

The Bourghishman is a pirate who has been gaining notoriety quickly through the last years for his brutality, almost exclusively directed towards Montaigne ships. He is a former member of Die Kreuzitter, and a former mercenary in the War of the Cross.

He witnessed first hand the horrors Montaigne caused to Eisen during the war, including the damaging long term effects of Blessures. He swore vengeance against Montaigne for the destruction of his land. He stole two artifacts from the Cruzaders: one is a necklace capable of detecting sorcery, which he uses to track Porté sorcerers, and a Dracheneisen sword which he uses to kill said sorcerers. He wants to use the blood of Porté sorcerers to poison the fertile lands of Montaigne the same way the Blessures poisoned his land.

Despite stealing from Die Kreuzitter, and having been expelled from the society for that, the Bourghishman still feels the need of honouring his oath to hunt down monsters, and will still act as if he was a member and seek to destroy any monster he comes across.

The name of his ship, Weichter, meaning mollusk, comes from a saying he learned as a mercenary: "In the eternal battle between the sea and the cliff, who gets screwed is the mollusk." His jolly roger is a skull trespassed horizontally by a sword, with a drop of blood dripping from the tip.

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7th Sea Khitai

Reddit Feeds - Fri, 07/31/2020 - 08:14

Hello, I've seen contradictory information online, so I'm going to ask here :

Is 7th Sea : Khitai out, and if not, does anybody here have any idea when it will be?

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Parry, footwork and defense

Reddit Feeds - Wed, 07/29/2020 - 18:01

So me and my friends are going to start a 1st edition game soon and I have something that... annoys me? (for a lack of better word) Parry with a weapon seems to be only usable when footwork is also usable as any other defense states that it MUST be used when applicable. Did i misread something or does that actually means that footwork is vastly superior as it can be used with any weapon when allowed, rendering parry quite useless?

I hope I missed something, so thanks to anyone that can clarify this for me.

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"Bodyguard" Advantage from LoGaF redundancy?

Reddit Feeds - Sat, 07/25/2020 - 04:13

We're running a campaign right now and I noticed an odd section when I was building characters. The 1-point Bodyguard Advantage from Lands of Gold and Fire (pg 177) states: "You can spend a Hero Point when an ally would be dealt Wounds. Spend Raises to avoid those Wounds for that ally." In the Core Rulebook under "Taking Another Hero's Wounds" (pg 181) it says: "Before another character takes Wounds, you can use your own Raises to take the Wounds instead. This is "jumping in the way" of the injury. A player may offer to do this "out of order," in other words, when it isn't their turn to spend Raises."

It doesn't seem to me like Bodyguard offers any benefit by costing a Hero Point over something that's already stated in the rules you can do for free. Is it supposed to do something else?

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Damage and critical damage with firearms

Reddit Feeds - Thu, 07/23/2020 - 16:54

Hi everybody I'm completely new to this game, I've just finished reading the second edition rulebook. But I'm really loving this game and its lore! I'm Italian and I have read the rules in Italian so I don't know if I'm using the right words. I have a question on damage from firearms. Let's say my hero has no damage and someone shoots at me with a firearm. I guess I'll take one normal damage and one critical damage (the one with the star). So..let's suppose than afterwards my hero take other 4 normal damages during a sword fight: what happens? I take damages covering the dots for normal damage with the first 3, but what happens next? Do I have to cover the second star?

submitted by /u/malcolmx82
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Any tips for running a game with a homebrew setting/lore?

Reddit Feeds - Wed, 07/15/2020 - 17:26

Basically I decided i wanted to GM a pirate game in one of our rpg group’s established worlds. Eventually I found 7th Sea and decided 2E would be the best system to run the game in.

As I read the rule book though, I realized that some of the games mechanics (character creation, half of the backgrounds, some magic systems) are tied to the in-game world of Théa. It seems like my options are to replace any ties to Théa with ties to my own world, or omit those parts entirely. I’ll probably end up doing a combination of the two, but I’m wondering if anyone else who’s run the game in a setting other than Théa has any advice.

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LFP | In search of a Scallywag or two!

Reddit Feeds - Sat, 07/11/2020 - 11:31

Hi, I'm a player and we are in need of 1 or more players to start the game.

We have a Story Teller and 2 players, inclusive of me. We would prefer experienced players, but we would love new players to join in as well to learn the game.

The game is held in +8GMT Timezone, online via discord, 2 sessions per month on a Sunday early afternoon (1pm to 5pm).

Most importantly, the players should be able to be committed to attend the gaming sessions as the story arch is quite long, yet fun.

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Reddit Feeds - Thu, 07/09/2020 - 15:05
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LFP | In search of a scallywag or two

Reddit Feeds - Mon, 07/06/2020 - 13:06

Hi, I'm a player and we are in need of 1 or more players to start the game.

We have a Story Teller and 2 players, inclusive of me. We would prefer experienced players, but we would love new players to join in as well to learn the game.

The game is held in +8GMT Timezone, online via discord, 2 sessions per month on a Sunday night.

Most importantly, the players should be able to be committed to attend the gaming sessions as the story arch is quite long, yet fun.

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Scaled Difficulty and negotiated consequences and opportunities in Risks (A Houserule)

Reddit Feeds - Sat, 07/04/2020 - 19:23

So one of the prominent issues often made towards the core resolution mechanics of 7th Sea is the whole One Raise= Success in Risks.

There have been arguments before about whether this is truly a problem, and it's clear that the system intends for consequences to be the difficulty modifier of a task, that rather than a risk being a perfect binary, it is typically a matter of success but at a cost.

I think this is a perfectly viable way for a system to function, but ultimately it creates a creative burden pretty heavily on the GM. If the Players want to do a risk, a GM can't really just make an educated guess on difficulty and have the dice fall to help determine how things will go, but instead they must come up with a whole host of relevant consequences and opportunities so that the players feel like the risk is an appropriate challenge (since otherwise success is nearly guaranteed)

Thus my proposal on how to fix this problem isn't so much a matter of restructuring Risks entirely, but rather shifting the creative load to be more equitable.

Essentially my process is:

1) Player declares intent and approach- Just as before the player declares both what they want to do and how they intend to accomplish it.

2) GM determines difficulty and "obvious factors"- This is the first real deviation from the core rules. Essentially, the GM must rate the difficulty of the task that the player wishes to accomplish. This can typically be done on a scale between 1 and 5, 1 being a task nearly trivial to accomplish, 5 being something of intense difficulty, though if the players want to accomplish something that might require superhuman capability, it might be appropriate for the task to be even higher. In addition to this, if any "obvious" consequences or opportunities present themselves to the GM (basically anything that comes to the GM in the moment as an obvious problem or additional benefit they could achieve with this approach, such as running through a burning building getting you burnt, or picking a lock and the guards spotting you.) The main qualification is that an obvious factor shouldn't slow down play, if nothing comes to the GM immediately, it's not obvious, and it's fine to just let the dice roll.

2.5) Voluntary Failure- If the Player wants to voluntarily fail their risk for a Hero point, now is the time to do it. They only suffer the obvious consequences for choosing to do so.

3) Dice are rolled, raises are formed- As usual, the dice are added up, modified, hero and danger points are spent, and everything's grouped up into raises. No changes here.

4) Consequences and opportunities are negotiated. The second big change. Typically by the time dice are rolled, the circumstances of the risk are set in stone, the player and the GM both know all the ins and outs of the situation and it simply becomes a matter of the Player choosing how to work through those circumstances. Not so here. Rather the Player at this point is allowed to negotiate for new consequences and opportunities. For example, if the Player has rolled less raises than the difficulty required, they are allowed to suggest new consequences that their hero can suffer in exchange for lowering the difficulty. On the other side of the spectrum, if they get more raises than are necessary to clear the difficulty and all the obvious factors, they might suggest additional opportunities that their hero might be able to achieve for their stellar success. Of course the GM gets veto rights on these suggestions, and depending on the circumstances there might just not be enough going on in a risk that can further complicate matters, resulting in the risk being failed.

Ultimately I think the elegance of this houserule is the fact that it mechanically doesn't actually change much. At the table, players can still be expected to be able to succeed at most things they want to, provided they're willing to suffer the consequences. But instead of forcing the GM to come up with all the consequences necessary to make the risk challenging, they instead simply set the difficulty and then ask the Player "What are you willing to sacrifice in order to succeed?" Not only does this lessen and shift some of the creative burden (the players only need to come up with consequences and opportunities that they know they're going to suffer/achieve, rather than the GM having to plot out every consequence and opportunities that might be relevant.) but it's also a more narratively interesting approach in my mind to have the players decide how 'they' want their character to suffer or be impressive, rather than it always being a punishment from the GM that the player has to try and mitigate.

A sidenote on using this approach in Dramatic and Action Sequences:

One thing I've noticed is that while it is possible to use these rules in tandem with the other scene types, by giving individual tasks within a given scene their own difficulty ratings. It's worth using a little more care, as both typically represent distinct stretches of time compared to a simple risk, where time usually isn't a factor. Both typically assume that a single raise spent is a choice to do something of significance in the scene, and draining multiple raises on every task in a sequence can sometimes be a problem for the action economy. I'd recommend saving higher difficulty tasks for the more important stuff, as well as allowing players to pool their raises on achieving those things where appropriate.

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