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A subreddit dedicated to the swashbuckling and action filled tabletop RPG by John Wick Presents, Chaosium Inc, and originally Alderac Entertainment.Adventures on the High Seas
Updated: 40 min 55 sec ago

LFP | In search of a Scallywag or two!

Sat, 07/11/2020 - 11:31

Hi, I'm a player and we are in need of 1 or more players to start the game.

We have a Story Teller and 2 players, inclusive of me. We would prefer experienced players, but we would love new players to join in as well to learn the game.

The game is held in +8GMT Timezone, online via discord, 2 sessions per month on a Sunday early afternoon (1pm to 5pm).

Most importantly, the players should be able to be committed to attend the gaming sessions as the story arch is quite long, yet fun.

submitted by /u/NexusRevZ
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LIFE UNDER SEA

Thu, 07/09/2020 - 15:05
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LFP | In search of a scallywag or two

Mon, 07/06/2020 - 13:06

Hi, I'm a player and we are in need of 1 or more players to start the game.

We have a Story Teller and 2 players, inclusive of me. We would prefer experienced players, but we would love new players to join in as well to learn the game.

The game is held in +8GMT Timezone, online via discord, 2 sessions per month on a Sunday night.

Most importantly, the players should be able to be committed to attend the gaming sessions as the story arch is quite long, yet fun.

submitted by /u/NexusRevZ
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Scaled Difficulty and negotiated consequences and opportunities in Risks (A Houserule)

Sat, 07/04/2020 - 19:23

So one of the prominent issues often made towards the core resolution mechanics of 7th Sea is the whole One Raise= Success in Risks.

There have been arguments before about whether this is truly a problem, and it's clear that the system intends for consequences to be the difficulty modifier of a task, that rather than a risk being a perfect binary, it is typically a matter of success but at a cost.

I think this is a perfectly viable way for a system to function, but ultimately it creates a creative burden pretty heavily on the GM. If the Players want to do a risk, a GM can't really just make an educated guess on difficulty and have the dice fall to help determine how things will go, but instead they must come up with a whole host of relevant consequences and opportunities so that the players feel like the risk is an appropriate challenge (since otherwise success is nearly guaranteed)

Thus my proposal on how to fix this problem isn't so much a matter of restructuring Risks entirely, but rather shifting the creative load to be more equitable.

Essentially my process is:

1) Player declares intent and approach- Just as before the player declares both what they want to do and how they intend to accomplish it.

2) GM determines difficulty and "obvious factors"- This is the first real deviation from the core rules. Essentially, the GM must rate the difficulty of the task that the player wishes to accomplish. This can typically be done on a scale between 1 and 5, 1 being a task nearly trivial to accomplish, 5 being something of intense difficulty, though if the players want to accomplish something that might require superhuman capability, it might be appropriate for the task to be even higher. In addition to this, if any "obvious" consequences or opportunities present themselves to the GM (basically anything that comes to the GM in the moment as an obvious problem or additional benefit they could achieve with this approach, such as running through a burning building getting you burnt, or picking a lock and the guards spotting you.) The main qualification is that an obvious factor shouldn't slow down play, if nothing comes to the GM immediately, it's not obvious, and it's fine to just let the dice roll.

2.5) Voluntary Failure- If the Player wants to voluntarily fail their risk for a Hero point, now is the time to do it. They only suffer the obvious consequences for choosing to do so.

3) Dice are rolled, raises are formed- As usual, the dice are added up, modified, hero and danger points are spent, and everything's grouped up into raises. No changes here.

4) Consequences and opportunities are negotiated. The second big change. Typically by the time dice are rolled, the circumstances of the risk are set in stone, the player and the GM both know all the ins and outs of the situation and it simply becomes a matter of the Player choosing how to work through those circumstances. Not so here. Rather the Player at this point is allowed to negotiate for new consequences and opportunities. For example, if the Player has rolled less raises than the difficulty required, they are allowed to suggest new consequences that their hero can suffer in exchange for lowering the difficulty. On the other side of the spectrum, if they get more raises than are necessary to clear the difficulty and all the obvious factors, they might suggest additional opportunities that their hero might be able to achieve for their stellar success. Of course the GM gets veto rights on these suggestions, and depending on the circumstances there might just not be enough going on in a risk that can further complicate matters, resulting in the risk being failed.

Ultimately I think the elegance of this houserule is the fact that it mechanically doesn't actually change much. At the table, players can still be expected to be able to succeed at most things they want to, provided they're willing to suffer the consequences. But instead of forcing the GM to come up with all the consequences necessary to make the risk challenging, they instead simply set the difficulty and then ask the Player "What are you willing to sacrifice in order to succeed?" Not only does this lessen and shift some of the creative burden (the players only need to come up with consequences and opportunities that they know they're going to suffer/achieve, rather than the GM having to plot out every consequence and opportunities that might be relevant.) but it's also a more narratively interesting approach in my mind to have the players decide how 'they' want their character to suffer or be impressive, rather than it always being a punishment from the GM that the player has to try and mitigate.

A sidenote on using this approach in Dramatic and Action Sequences:

One thing I've noticed is that while it is possible to use these rules in tandem with the other scene types, by giving individual tasks within a given scene their own difficulty ratings. It's worth using a little more care, as both typically represent distinct stretches of time compared to a simple risk, where time usually isn't a factor. Both typically assume that a single raise spent is a choice to do something of significance in the scene, and draining multiple raises on every task in a sequence can sometimes be a problem for the action economy. I'd recommend saving higher difficulty tasks for the more important stuff, as well as allowing players to pool their raises on achieving those things where appropriate.

submitted by /u/Ravian3
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Who is the pirate hunter Antagonist in Pirate Nations?

Wed, 07/01/2020 - 08:55

I can’t remember the guy’s name and I’ve scoured the book like a dozen times looking for him. He was famous but ended up disgraced and is hiding out under Ft Freedom.

submitted by /u/Suicidal_Ferret
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Mastery Bonuses for pre-Khitai schools?

Wed, 06/24/2020 - 00:41

So obviously this is a bit premature given that Khitai isn't even out yet, but I can't help but be intrigued by the fact that the new Duelist Schools have an additional level of mastery now, something that I admit I missed from 1e. Do you guys figure that they'll be doing some errata or a supplement or something to add this to those schools already established in the game?

submitted by /u/Ravian3
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Updated Character Generators?

Sat, 06/20/2020 - 16:33

Found some good resources here in the subreddit but most haven't been updated past Pirate Nations or New World. Was wondering if anyone has anything more updated up to the Crescent Empire and Lands of Gold and Fire? Thanks in advance.

submitted by /u/PandaPat89
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art of a game i'm running

Sat, 06/20/2020 - 11:21

hey, this is art for the 7th sea 2E game i'm running now for my group, and one of my (talented) players drew art for it. she doesn't have a Reddit though so i'm posting for her. credit goes to Asia Popov.

the characters are (from left to right):

Dante: she's a half Vesten-half Sarmatian performer who has made a pact with a Sanderis named Zaal. her first favor from the pact was to erase her own memories of the last 20 years. she doesn't know why she asked for that favor and during the campaign she slowly unravels her past life.

Vanessa Vilanova: the ex-wife of the merchant prince Giovanni Vilanova, Vanessa is now captain the the crew. She escaped Vodacce to hunt pirates and defeat villains in Thea. she is also a talented sorte user who had created a new method for stregas that is more powerful that normal sorte.

Edward: looks like a 15 year old boy, he's actually a powerful alchemist who found the secrets of immortality 468 years ago while accidentally mixing alchemical materials. he doesn't know how he made the immortality potion though, and can't duplicate it. he's recently found out his son is alive and is trying to redeem him from villainy.

Irma Corduell: when she was young her parents died in the war of the cross, leaving her to care for her 10 younger siblings. she used to be a pirate that lured sea monsters to merchant ships and then take their loot and the bounty for the monsters. now she trying to find a cure for the dark gift to heal her youngest sister. she's also in a relationship with Vanessa vilanova.

the artist is Asia popov, Irma's player. you can check out her Instagram with more of her art (including Exalted and Tales From the Loop) at greyarts_popov.

submitted by /u/theendlesslights
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Resolve trait..... why?

Fri, 06/19/2020 - 19:16

Hey, iv'e been GMing 7th sea 2e and have maybe come across 2 instances where the resolve trait was necesary. Have any of you faced the same issues? How can i solve this? I found myself actively avoiding putting points in it when i create my character. Should i maybe replace it with another trait, like intelegence or something?

submitted by /u/theendlesslights
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What is the grid size in 7th sea?

Wed, 06/03/2020 - 02:23

Untill now I've been playing mostly D&D, with 5f x 5f in game size. Can anyone tell me what is the size of one square in 7th sea 1st edition? I know only that it's measured in meters instead of feets and that's fine by me since I'm from Europe ;) Thaks to you all pirates!

submitted by /u/tyren234
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[7thSea1E]Panzerfaust and other questions

Tue, 06/02/2020 - 14:49

So my friend wants to DM 7th Sea 1e. Is there a better and more exciting fighting style of beating people to death with my armored gauntlet other than what's in the core book?

Also, what are some of the major disadvantages of 1e from a meta perspective?

submitted by /u/Silver_Smoulder
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Program for skill-tree creation

Thu, 05/28/2020 - 09:17

Hello community. I would like some insight or tips regarding a DM job of mine. Please note, that English is not my native language but I will try to make myself clear. It so happens that I am DMing a solo adventure for my roommate, set in the atabean sea. In Time, I want to establish a crew around him, with a ship or some kind of pirate hideout and all. Given the solo hero situation, I want to focus on the storytelling around his character and after certain events in the story, I’d like for him to be able to spent gathered resources on a skill tree.

This skill tree should be based around the abilities of the crew mates: the shipwright can upgrade the ship, the duelist can give bonus dice to crew mates in battle, the inventor can build devices or brew potions and so on.

My question for you as community now is: what kind of program to realize such a project do you consider useable or can you recommend? I have terrible handwriting and therefore want to do all this digitally. If you have other upgrade ideas, please let me hear/read them.

Any help is much appreciated.

submitted by /u/WhereIsTheBear26
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Inismore: changes in 2e?

Fri, 05/15/2020 - 16:39

Hello all! I'm a 1e player about to make a foray into 2e, and am considering making an Inish character. Have there been any noteable changes to Inismore between editions?

submitted by /u/WhiskeySarabande
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Shenanigans on the High Seas. Arr matey!

Tue, 05/12/2020 - 21:13

I ran a game for many years years in real-time but we never really left continental Theah. Finally looking to run a high seas pirate game. Would love to hear, and be inspired by (read shamelessly steal) your best adventures on Mother ocean.

submitted by /u/tale_gunner
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Your best game moments

Tue, 05/12/2020 - 08:46

Recently I finished reading the core book and I'd like to try DMing. As I need some positivity right now, I thought I'd ask you all about your best memories connected with 7th Sea. This one game you remember, some NPC you loved, a plot that was impactful, a danger that kept you (or your players) on your toes, something that made you go "wow that was good". Please share the best moments!

submitted by /u/ElegantMedium
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Maps for "Sword of Kings" one shot

Sun, 05/10/2020 - 19:36

Been jonsing to run a 7th Sea campaign for some friends, so I pulled out the "Sword of Kings" one shot and started prepping... since everything is online these days I started building out the campaign in Astral Table Top and decided to create some map assets with DungeonDraft.

Gridded and non-gridded version available on imgur.

https://imgur.com/gallery/N6vhURg

submitted by /u/ClayRobeson
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Castille Bullfighting!!

Sat, 05/02/2020 - 04:17

During next session, one of my player will be involved in a Castillian Bullfighting (Corrida!). Any idea how to menaged this? i would like to run it as an Action Scene (maybe the bull is a Level 3-5 Monster?) but i really apreciate any good suggestion to run it! (like consequences and opportunities etc...) Thanks

submitted by /u/darthfox82
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