To all new players and first timers to the world of the 7th Sea Roleplaying Game, this is the place you can ask your questions. We encourage the more experienced Game Masters and Players will find the time to answer and welcome you to this wonderful game.
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TAJ-07: Technopriest And Justicar Of 7thSea2e
The Syrneth is a name for several "peoples" that came before the people that populate Theah who only left artifacts for the "modern" people to find. At first it was portrayed as a lost civilization piece in many of the books but later on began to take on a more science fiction bent and the Syrneth were treated like several alien races along with the Sidhe and other creatures that were on Theah at the time. Eventually even the Sorcery bloodlines became this big alien conspiracy that tended to spoil some of the setting for a lot of people.
As the Syrneth is i believe staying but taking on a more mystical bent, time will tell as to how it is handled in the new edition.
+1 To what James said, but I'll add that John Wick has stated (in the KS comments, somewhere) that there will be no aliens in the new edition. Given there will still be Syrenth and Sidgh, that suggests the backstory of those 'ancients' factions will shift back to what it was earlier in first edition, while John still had his hand on the rudder.
John also said there "never were" aliens, so I don't think he ever considered them as such. I guess it partly depends on how one defines "aliens" -- someone from another planet, from another dimension, from another time (are the Silurians in Doctor Who "aliens"?), from another nation...
Morgan Wolfe
aka Capt. Doña Sir Kestrel of Avalon http://silver-gateway.com/7sea/
Thanks for the insights, Tilly Bomas. Newbies should not see your spoilers, so my apologies for hiding them. We have a GM-only that will require special access for discussions that may includes spoilers.
TAJ-07: Technopriest And Justicar Of 7thSea2e
It's alright. Just answering the question asked in the vaguest way possible while still providing the information.
Can we be careful with the GM Spoilers folks? The title of this thread is "Newbies and First Timers" - most of this isn't exactly the stuff a brand new player should have any clue about. I know the question was asked, but we can keep it vaguer or create a new thread for GMs and link to it. Rev's had a good structure for addressing stuff like that.
Another question: The QS didn't seem to give a definitive answer on character Disadvantages. Will there be any sort of negative character traits? I've always found those fun for building unique characters.
Nope. No Disadvantages. Except for Hubris. And Corruption.
Corruption? Oh, you are a tease. Downside of Sorcery?
The "Alien" aspects of certain backstory groups also grew greater when the later wave of writers shifted them into that mode from the very brief write ups we had seen in the core book. Some of it came from the artifacts that were included that had a very sci-fi feel.
This system can function very well without them being present or using the tech they produced. I have managed to ignore almost all of it since the beginning and had a very good time without it.
But this is very much the argument that science we don't understand is termed "magic". Rob and John may call them Demons, Sidhe or Syrneth but what they are is a non-human influence.
First of all: Sal! It's really good to see you and some of the other Rev's folks coming out of the wordwork.
The funny thing about the "alien" aspects is, it really wasn't that big a deal when it was sequestered to just one book. IMO the problem is it started to spread to the point that it was impossible to get through any of the metaplot without it sitting there and starring you in the face, and the writers had kind of written themselves into an inevitable corner. Either way, I agree, you could play 7th Sea for decades if you wanted to and never even go near any of that.
My husband ran me as the only PC for years -- long enough to bring my character up from freshly-rolled noob to 150 rep :-). So, I'd say yeah.
The new system, we're not so sure, but if I know him he'll find a way.
Morgan Wolfe
aka Capt. Doña Sir Kestrel of Avalon http://silver-gateway.com/7sea/
We got around the languages that my Avalon captain who lived in Castile for years hadn't picked up by having some of the NPCs in her crew knowing other languages (in varying degrees -- one guy knew a little Crescent, and no one knew any of the Cathayan languages). But between everyone in the motley crew, someone was fluent in knew every major Thean language, and several were conversant with two or three.
Morgan Wolfe
aka Capt. Doña Sir Kestrel of Avalon http://silver-gateway.com/7sea/
Oh man, Language barriers... Playing a Cathayan that only knows 1 language from Thea fluently, and a pidgeon of most the other major ones... THAT was a good time. I learned Kanuben before I finished getting the xp for Montaign...
It is a very curvy number. Some guys just like curvy things.
I always suspected it was because the year was prominently displayed at the beginning of Cutthroat Island.
Morgan Wolfe
aka Capt. Doña Sir Kestrel of Avalon http://silver-gateway.com/7sea/
New to 7th Sea and DMing, though I have yet to organize a game. Kickstarter really intrigued me, so I backed it and have only just gotten my friends introduced.
Does anyone have general advice for someone jumping off of a D&D/FFG system for the first time, and taking the leap from player to DM? Just the fact that there are no equipment lists threw me off! But I really like the world and narrative system, so I'll get the hang of it.
Also: Is it 1668, or 1968? One of the maps in the printed book says 1968. Page 21.
New to 7th Sea and DMing. Moderate experience with D&D 4/5e and FFG 40k line.
Thanks Salamanca. Looks like it was a typo. I had dismissed that originally because it's actually spelled out "nineteen," and just figured our Years of the Lord don't completely match up with 7th Sea's Years of the Truth. But mistakes happen, no biggie.
I'll be sure to use you guys as a resource, especially as I can't find any other online community for the 2nd edition. I'd really like some premade adventures to get a feel, but aside from the quickstart there are none right now. I know 1st edition has some, and through the Kickstarter I have access to the lot. You guys have actually played them though, so do you think they can be easily converted for use in 2e?
My greatest interests lie in the political situation in the Glamour Isles and the exploration/colonization of the New World, if that helps. The Syrneth ruins too, kind of remind me of the Ayleid/Dwemer ruins of Elder Scrolls.
New to 7th Sea and DMing. Moderate experience with D&D 4/5e and FFG 40k line.
New to 7th Sea and DMing. Moderate experience with D&D 4/5e and FFG 40k line.
Hello Heroes,
[This is my first time posting here, so if there's a correct way to post things, please let me know.] Beyond that, I had posted a question on the kickstarter unaware of these 7S 2e forums, and I would like possibly some more thoughts on it. The question is about slavery existing in 7th Sea 2e. From what I can tell and have been able to find out about 7th Sea is that the setting is a lot more light-hearted game. With gender equality being more of a thing and possibly the friendliness between countries is a lot stronger, but whether slavery exists or not, I have been told that only villains would be behind such evil, not necessarily any one country being behind it, which is fine.
Haha, so after all that would it be okay if, i guess another secret organization was created, almost like an underground villain orginazation that would be the one's behind such evil acts like slavery, corrupt deals, torture, negative influence on the people, etc? A few reasons why I'm asking is because, I wanted to know if this would go against the intended idea of 7th Sea and if homebrewing another secret group would unbalance the game in some way?
Thank you very much for your help,
- Potens
@PotensAquila, welcome to these forums.
7th Sea 2e is relatiely rules light as a game (no weapons tables, no long lists of consequences for every conceivable action, etc).
Plus, one of the design goals was for Heroes to never fail just based on dice rolls unless the Players want their Heroes to fail.
However, for various reasons, the desginers changed this rule with regards to morality and tried to enforce a system to discourage Players dabbling in the darker aspects of the human experience. And yet, the rules will not break if the GM and Players agree that deaths of "bad guys" are Corruption free.
So a simple rule of thumb is this:
Ask players at your game table if they will be comfortable running a game with more mature and less pleasant themes included?
If the answer is a resounding "Hell no", then do not write adventures that make your players uncomforable.
In my own 7th Sea games, Brute Squads die left, right and center and the game mechanics did not break with that minor tweak.
TAJ-07: Technopriest And Justicar Of 7thSea2e
TAJ-07: Technopriest And Justicar Of 7thSea2e
@Salamanca, Thank you very much.
I'm going to read up on the NOM and if I have any questions, I would surely come back. Thank you again.
- Potens
@Salamanca, thank you for your insights. I agree that heroes would prefer to fight "duels" on even footing with the opponents, but not every single fight is a duel. And the fact that a heoric swordsman is so much better than the brutes already creates an unfair advantage in the classical sense. A dashing hero may mock his inferiors, but today we call that "bullying" or punching down.
Also, we are all adults and intelligent enough to evaluate that mechanically (something I already stated in a previous comment), the Corruption mechanics do NOT break down if several nameless brutes are killed. The Corruption mechanics can be kept to curtail wanton death of important NPCs and Villains to enhance story telling. The Corruption mechanics are not required for EVERY single unnamed brute (or Star Trek equivalent "Red Shirt") in the game world.
I have run several entertaining 7th Sea sessions by applying the Corruption mechanics only for important characters.
And unless this is a Disney cartoon, many regular people died in that 17th Century on which 7th Sea is modeled. And having your foes die in pain from injury and disease was always considered a fate worse than a quick death. Narratively, a Player could even go into grotesque details stating how their Hero sliced the jugular vein of his enemy, leaving the brute bleeding on the floor, or slicing the hand into a stump. Those are damn horrid narratives without requiring immediate death.
TAJ-07: Technopriest And Justicar Of 7thSea2e
As a GM, the balance you are looking for is that you never need to detail WHAT happens to them. Once they are down, they are down and you move on to other matters. Players don't have to declare they are wounding or killing them. They describe an intent to fight them, overwhelm them or just blandly attack them and we resolve it. Ideally, you want them doing it with interesting descriptions (beyond "I attack" or "I kill") but that is all you need to devote to the event. Describe the target going down and move along.
One of the aspects that actually appeal to me about the game is the concept that the heroes don't kill. they are above that. It makes it a little harder on them, it lets the bad guys come back to haunt them, and it totally goes against the mindset of most RPGs and I love that.
Let us be honest first and foremost: There is a reason that namelss mooks exist in entertainment media. They are EXPENDABLE (not protected by Corruption). Contrast this expendability to the protection afforded those NPCs crucial to the plot for whom the GM may use Corruption as a shield.
I have run several sessions of 7th Sea 2e and I can guarantee that the Corruption mechanics never once broke down when our Heroes cut-through the nameless mooks in all sorts of interesting ways. The Corurption mehanics are excellent tools to preserve the lives of interesting Villains for repeat appearances. Corruption mechanics add no value in wasting time protecting mooks from slaughter, if that is what the Players at a game table prefer.
IMPORTANT: Players at a table should ask first: What sort of violence level is okay at this table? And once agreed, the GM rolls with the flavor of the table.
Some Players will feel sad to see mooks die. In that case tone down the violence. Other Players enjoy mowing down mooks. In that case let blood flow.
TAJ-07: Technopriest And Justicar Of 7thSea2e