So far, I love everything about 7th Sea 2nd Edition, but I'm very confused about the core mechanic as it applies to how often you roll. Some of the examples in the core rulebook imply that you roll only once for an entire scene, yet some examples seem to imply that you roll each turn. Let's say for example a group of PC musketeers have just found themselves in a village courtyard surrounded by ne'er-do-wells. After initiative is established, does each player only roll once based on their approach, and use those sets of 10 for everything they'll do during the entire fight, or do they roll each round after they announce their new approach based on what just happened? It seems obvious to me that it would be a round by round thing, but honestly some of the examples really imply differently. I can't imagine using one roll for an entire fight scene, but then again I'm not a game designer and I don't want to break a system that is designed specifically to work a particular way. That's not house-ruling, that's just not playing the game right.
Other than that, well, I just gotta say I love the game, love the art, LOVE the setting and can't wait for the rest of the world! Thank you John and Co.!
There are two kinds of scenes in 7th Sea: Dramatic Scenes and Action Scenes.
Your example, of a fight with a group of ne'er-do-wells, is an action scene. Keep doing rounds of combat until one side or the other is no longer fighting.
If, instead, the heroes rode into town and the locals all looked at them shiftily and started to whisper behind their hands, you might want to start a Dramatic Scene, where the heroes try to find out what's going on. They pick their approach and spend their raises to investigate, and the investigation ends when they run out of ideas (raises).
Does that help?
A little addendum/correction to Sal's comments.
An Action Sequence indeed is divided into Rounds and there is essentially 'Initiative' though it's different from other games.
When an Action Sequence starts (Combat, other time when multiple characters are taking Risks), everyone chooses their Approach for the Round (Not the entire Scene just 1 "Round"). Once all Dice are rolled, the highest number of Raises has 'initiative' (It's not called that officially). Once everyone is out of Raises for the Round, the GM (and players) can determine if the Action Sequence is still going on. If so, another Round is begun and the process of Approach, Rolling, and Acting continues.
When there's no more Action to happen at the end of a Round, then the Action Sequence is over.
John
Some good explanations here already, but I'll share how I visualize the rolling mechanics, in case it helps.
Essentially, dice come out in three cases, if you undertake a Risk, if you get involved in a Action Sequence, or if you're participating in a Dramatic Sequence. They're all similar, but have a few distionctions.
Typically, you should only have one type of roll (if any at all) in a Scene.
Risks
When you aren't acting in either type of Sequence, and a Hero wants to accomplish something that might have Consequences (per their Approach), then you would initiate a Risk. These are similar to skill checks in other systems. A Scene can have multiple Risks - for example, you could chain further Risks off of complications from the first Risk - but they do not occur in Rounds or Turns. The player describes the Approach, the GM sets the Consequences and Opportunities along with what needs to be rolled, the player rolls and builds Raises, then picks what the want from the options available to spend raises on (succeeding at Approach, negating Consequences, or taking advantage of Opportunities). If there is a follow-up Risk, then it would be completely separate from the first - getting its own Approach, maybe using a different Skill, and so on.
Action Sequences
An Action Sequence breaks out whenever you have a Scene with high-energy or fast-paced events taking place. The Sequence typically fills up the whole Scene. Action Sequences cover things like typical combat encounters in other games, as well as anything that physically demanding or has a lot going on (this can include things like chases, if you'd like).
Action Sequences are the only time the game is officially broken down into Rounds. At the start of each Round, every Hero and Villain gets to set an Approach, so you you can think of a Round as the few minutes in an action scene in a film where the characters are pursuing one particular goal. After reaching (or failing to reach) that goal, everyone picks something new to focus on. For example, Round 1 could be about finding the Gold Compass Macguffin for your Hero, but in Round 2, you've got the Compass, so your focus is on escape (or chasing the enemies away).
Basically, every Round in an Action Sequence is like a normal Risk, but all the participants take turns spending Raises, rather than just assigning them. Also, they can all share Consequences and Opportunities (you all have to worry about the ship being on fire, or you all have a chance to reel in the Count who has gone overboard).
Dramatic Sequences
When you have a Scene (or a group of Scenes) where a lot is happening that the players are directly acting in, but is more about rising tension, you start a Dramatic Sequence. I think of these as montages in films; there's a lot going on, and either a building sense of success or tension. The book examples of socializing at a ball or infiltrating an enemy stronghold are good, as is following up with contacts. Basically, if you could follow a single character for a few minutes or break down a series of actions into a few quick shots, and set the whole thing to music (and optionally sound effects), it should be a Dramatic Sequence in my interpretation.
Dramatic Sequences are similiar to Action Sequences, with a few exceptions:
TL;DR
If you're in a fight, that's an Action Sequence. You set an Approach every Round and roll once/round.
If you're doing a lot of the same thing in a row (like sneaking or talking), that's a Dramatic Sequence. You set an Approach and roll once. The Sequence is over after the Raises are all spent.
If you're just doing something outside of a Sequence, that's a Risk. You set one Approach and roll for it, spending Raises all at once. You don't need to roll again unless there's another Risk later.
To everyone that posted here, Thank You. You've all helped me understand this better than I thought I could. Very clear, very straighforward. Again, Thank You All!
Tim Schuster