So being a relatively new Game Master in the universe that is tabletop I had a question I hoped other Game masters can answer.
QUESTION
Most of my experience in tabletop is with Dungeons & Dragons 5e. To me, one of the best parts of the character creator is the ability to choose the moral alignment of the character. In 7th Sea hero creator (emphasis on hero) this option does not exist. Later on in the rule book, there is a vast system about corruption and how that relates to my players' characters and the world. My query is this: Since my players are all Chaotic Neutral and they're only familiar with Dungeons & Dragons 5e how do I explain to them that they are all "heroes" despite being pirates (which was the reason we got this game) who attack various trade vessels. If they did this, then over time these attacks would have serious implications on that country's economy and cause untold economic havoc to the small businesses in these countries. How do I justify the fact that they are "good" despite ruining peoples' lives? Do I emphasize that they should mostly being going after the big bad villain I have planned out? At the end of the day, how can I make being "good" fun to a bunch of people who prefer to break the law at any given moment and not violate the rules at the same time. I really don't want to turn their characters into NPC villains because they are having fun.
For the record: I have been playing D&D 5e privately for a year now, however, my players are all new and they all started back in November also with D&D 5e. No real veterans in my group so I apologize if I am a complete idiot. :( I am very new to tabletop culture.
ANSWER
COMMENTARY: Mike Curry, the 7th Sea lead developer finally accepts the option to IGNORE corruption if it ruins your enjoyment of the game
[–]7thSea_dev(Mike Curry)
A few suggestions, many of which will vary in effectiveness based on what you want your group to be.
1) You describe them all as Chaotic Neutral. Are you trying to encourage them to play characters that are different? If so, explain the Corruption system and stick to it. Bend the rules here and there, but remember that this is a game about HEROES. Also remember that you don't assign Corruption after the fact -- if a Hero goes to do something that would result in Corruption, you tell them before the action resolves. Player says "I shoot him in the face." You respond "Are you sure? You can do that, but you'll gain Corruption for it." Player then chooses either to shoot him anyway, or to find another way.
2) Are you okay with a game whose main characters are, shall we say, morally ambiguous? Ignore the Corruption rules completely and go to town. Don't be surprised when they do some pretty despicable crap.
3) Are you interested in emphasizing different aspects of morality (such as camaraderie, friendship, trust, etc?) Change the circumstances under which Corruption is gained. I'd suggest maybe having 3 "rules of Corruption." If you want to play a down-and-dirty pirate game, maybe the Corruption rules instead say things like "Never side with the law, never choose tyranny over freedom, never betray your crewmates." Something like that. This will encourage your players to stick together, but still let them do some shady crap so long as they have each other's backs.
For the record: You aren't a complete idiot. Asking a question like "how do I implement this somewhat abstract moral game system in a group that isn't used to it?" is an extremely intelligent question. Welcome to the hobby. I hope you enjoy the game. :)
TAJ-07: Technopriest And Justicar Of 7thSea2e