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  • by Tobie Abad
  • Sat, 07/14/2018 - 09:11
  • 0 comments

In the tradition of movies such as The Wizard of Oz, The Goonies, Harry Potter, Spy Kids, Young Indiana Jones, The Hunger Games and television series such as Stranger Things, this supplement offers 30 New Advantages, 3 Arcana, and 6 Stories for 7th Sea Heroes to happen to be younger than usual.   Sometimes, the big heroes are just too busy to notice the things the kids do.

 

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One of the things I enjoy about Apocalypse World is a feature that begins at the start of each session. Each player has several stats, and another player and the GM each pick one apiece. These attributes are then tagged, and if used during the game, earn experience. This is a method of asking a player to show a side of themselves during that game.

While I believe the GM has enough ability to do this, I thought it might be a fun experiment to ask my players to try another method of determining steps in personal stories.

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So I was wondering how the new story in 2E differs from or is the same as that in 1E? Like how in the first edition all the magic was actually science? I liked that. How zombies were tissue controlled by a parasite, "magic" was genetic alteration and so on. Also, do Sophia's Daughters still suck? Are there Jews now?

Old-timey AEG fan

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So, I am apart of a fanfiction round robin community and have been writing a story set in the 7th Seas universe. I thought you guys might be interested in reading it. The story is apart of the Infinite Loop project where various characters from across fiction experience temporal loops where they basical eperience a Groundhog's Day time travel that typically last more than a day. Usually the length of whatever their story is. For instance, Harry Potter would typically experience loops that last 7 years.

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  • by Harliquinn Whit...
  • Wed, 07/13/2016 - 13:54
  • 6 comments

All

   Having just realized Hero's get Rewards for GM Stories in a similar way as Player Stories, have GM's put any restrictions, guidelines, or requirements on how the player's spend these "Reward Points"?

   For instance, say the group completes a 3 Point GM Story. Do you give out "3 XP" and say "Spend this however you want?" So that the player could raise something from 2 to 3, could buy a 3 point advantage, buy a 2 point and a 1 point advantage, or just bank it for going towards a 5-point advantage or raising a Skill from 4-5?

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