Hello,
My wife backed the recent kickstarter and we just received a copy of 7th sea 2nd ed. smelling of fresh ink. Lovely!
I've been trying to wrap my head around the ruleset to see if we could run it for a one-shot with some friends. I've had several points of confusion but nothing that can't be glossed over for a first go. Except one thing...
Question
Improvising and Flair seem at ends with eachother. I suspect I'm misunderstanding how one of them works, so I'll explain my interpretation, and perhaps someone could tell me where I went amiss?
(Risk basics) When appropriate, the GM starts a Risk phase where heroes declare their intentions for the near (couple min?) future. After announcing their intentions, they are bound to them and the GM corresponds each intention with an appropriate skill/trait and tells the player about the consequences/opportunities of their actions. The players then rolls their dice and spend it on consequences/opportunities. Play continues in rounds, each time the GM produces new situations, consequences and opportunities, but the players stick with their original intention. If a player decides to switch then the following two things happen:
(Improvise and Flair) Through 'Improvise', if a player ever wants to do something requiring a different skill/trait than the original, they do so at a 1 raise penalty. Through 'Flair', players are also encouraged to do something requiring a different skill/trait than the original with a bonus die awarded. Also, unrelatedly through 'Flair', players are further encouraged to describe what they do with *ahem* panache for a second bonus die.
What I'm running into is, it feels odd to both disincentivize and incentivize the act of using different skills in a sequence. I feel like it should be gently incentivized (as in the Flair mechanic) but between both Flair and Improvise it seems to be moderately disincentivized in a peculiar way. It's peculiar enough I think I'm misunderstanding it- can anyone with experience tell me how these work together?
Thanks much!
Hi Mike, welcome to the game and boards.
I can see where you aren't quite right, and I hope I can explain it. I'm going to refer to the sequence on page 172.
Flair is applied in step 2, as an incentive not to rely on the same skill for every roll. It is more likely to turn up in action scenes because they have multiple rounds of rolling dice. This acts as an incentive to have multiple skills at a level where they can be invoked.
Improvising happens during step 6 if a player decides they need to do something outside of their initial approach. It is more likely to turn up in dramatic scenes because you are covering a lot of ground with one roll of the dice. That said, there's no reason why you can't improvise in an action scene, probably as a result of suddenly revealed circumstances mid-fight. This acts as a disincentive to the everything looks like a nail effect. "You're going to a Grand ball." "I roll Finesse+Weaponry because it gives me 9 dice and my Convince is only 6." "But, you'll need to spend 2 raises to do anything other than stab people!" "Okay, I'll roll the convince then."
An example could be that one of the party goes down during a fight and someone else wants to get them out of danger immediately, because that Villain still has Danger Points and Raises left. However, their approach was to use Aim for shooting at the enemy, which really doesn't cover either dragging them or interposing yourself.
As you can see, both rules are actually incentives to make rounded characters.
I hope that helped.
Thanks for the help, Joachim! I love the examples :) , and I think that's a sensible way to use Improvise, as something that applies to each round seperately.
That leaves me with a confusion on the wording of Improvise, though. It says that Improvise happens whenever someone "take(s) an action outside the scope... rolled at the beginning of the sequence", and sequences are basically the entire scene made of many rounds, right? So if you start a fight by leaping from a tall building on top of an unsuspecting guard (resolve+athletics perhaps?) then every time you whack one of his mates in subsequent rounds (brawn+brawl?) it seems you should pay a raise to improvise. I'll admit that doesn't feel right, so I wonder if Improvise was typo'd to say 'sequence' instead of 'round'? That would totally be the source of my confusion if so.
Regardless, I think the way you described it is great, and makes sense from a gameplay perspective. I'm totally going to use it!
One follow-up question then... When you improvise, are you still expected to handle the original action's consequences, or are those cancelled away because you're improvising a different action? I feel like it must cancel away consequences because otherwise why would you ever improvise? But as you suggest, somebody could be cheeky and use their stellar finesse+weaponry to become the impromptu prettiest belle at the ball. Then again, if you ask the player roll play it, maybe that's not such a bad thing :D . Still, there's situations where one trait+skill should be reliably a few raises beyond another so it feels... exploitable even if unintentionally. Hm. I'll definately just make the players RP any whacky improvisations that come up. What would your take on it be? Or is my understanding of Improvise's mechanics still a bit off?
Thanks again for your help. It's been a great clarification!
Joachim sums the distinction up nicely, but in short:
Flair encourages changing things up to make the game interesting, but both rules work against abuse of a character's "best" abilities within the game.
Thank you also to Mars University and Salamanca, your comments just appeared!
It now seems Improvise is definately in regards to single rounds, not full sequences as stated in the new (2nd ed?) source book. I noticed (I actually checked before the initial post) that there's nothing in the errata about this, where should I suggest it?
From what Salamanca says everyone always gets flair for their first action in a scene. I'm assuming this extends to single round risks as well? So I could get flair for the single roll risk of using Resolve+Perform to win an apple pie eating contest? Then it's only if that risk develops into a sequence and I continue using that Resolve+Perform (eg. more pies) that I wouldn't get flair? This would make sense mechanically, it's just that recieving variety flair for a single roll seemed counterintuitive at first.
Salamanca, I don't think this is the intention of the Flair rules as presented on page 176. As written, it looks like the unique skill use flair has two requirements:
That said, there are benefits to the interpretation you've given, if a table wanted to make that ruling. Allowing unique Trait+Skill combinations (rather than just unique Skills) would encourage the use of unusual Traits that would commonly see less use for a character. Limiting flair to the first use in a Session (as opposed to a Scene would encourage more varied skill use throughout the night, and avoid some of the oddities of the Flair based on Scene rule (for example, you'll always get it on Dramatic Sequences, since each of these should be their own Scene).
Either interpretation is fine, I just wanted to clarify for anyone trying to parse the rules for the first time.
I'm glad you're helping out, it seems I understood this less well than I thought I did. So if I'm understanding you correctly, a Dramatic Sequence and an Action Round (singular) of an Action Sequence are essentially the same (save for some nuances)? From reading the Action Sequences section, I originally thought that Action Sequences typically transpired by the GM essentially setting up a Risk (with lots of available raises) per Round for each player in the scene with new actions as an available option, but it seems it's more common for the GM to have players to free style and plink in new actions based on that Round's Approach a single Raise at a time so each Round of the Action Sequence winds up lasting a fairly long time and covering a lot of ground in the scene. Is that correct?
So then (ah hah!) a "Sequence" refers to the the Dramatic Sequence style of sequence, which is like a single round, as opposed to an Action Sequence style of sequence which is multiple Rounds. That would mean that the "Sequence" in the Risk:Improvise section reffers to a single Risk/Round and not a sequence of Risks/Rounds... Or... hm. Edit: That must be it though! As everyone has been kind to illustrate, Improvise applies to a single risk, a dramatic sequence or a single round of an action sequence. Sorry this took me a while to get, "sequence" was (incorrectly) one of my core points of understanding so it took me a while to relearn. I think Salamanca's advice of using "Dramatic Sequence" and "Action Rounds" as terms is a great way to keep from getting confused.
As for the Flair variety bonus, I agree that it makes sense to do it by session (as I probably will), but the book says it's by scene. It describes you getting the bonus die "Every time you use a unique Skill (a Skill you have not used before in this Scene)". It also conspicuously doesn't mention any aspect of the traits, so I wonder if a couple changes were made in tandem for this most recent printing? I like your way better though... I love the concept of using the same skill in hugely different ways for maximum effect.
This has been much more nuanced than I originally thought and I appreciate your help sorting out the concepts!
Edit: I'm definitely looking forward to that Space mountain ride!
https://www.fanfiction.net/u/1959610/Cygnia
Here is another good example for flair skipping around on skills instead of traits.
Fight breaks out in a building.
round one I opt to draw a blade and duel the opponent (weaponry+finesse)
round two I opt to run up the walls to avoid his attacks while getting around him to attack from behind. (Athletics+Finesse or maybe Panache)
round three I opt to lure him outside where my friends are and improvise a few blows on the way (Intimidate or Tempt depending on description+wits)
round four turns out my friends left so I draw my pistol and shoot him (aim+finesse)
round five I decide to get out of town while he grabs his knee in pain (hide+resolve)