Category Archives: 7th Sea

High Seas Holidays

The votes are in, and my group of players have almost unanimously elected to go with a high seas adventure game with strong involvement of secret societies.  And with that, prep for our 7th Sea game can really begin in earnest.  Not that I haven’t been brainstorming and scribbling down ideas for awhile now, but this gives me a definite direction with which to steer the ship, so to speak.

With the holidays upon us, I am sneaking in whatever time I can manage to do a bit of prep for the forthcoming 7th Sea campaign.  It’s coming along nicely.  I feel I have quite a few resources collected that will make my work easier when we dive in around mid-January.  And since it’s the holidays, I want to share some of the fruits of my labor with you.

So first up, a 7th Sea Ship Name resource.  Along with a reformatted version of Finn’s Companion #3 (any of you old hands remember that one?), I’ve included a list of authentic ship names from the 17th Century British and Dutch navies, along with pirate vessels of ill repute.  So you can either grab a name from antiquity or mix and match something new for your players to grapple with.  This should be of help to anyone running a historical (or semi-historical) nautical game.  I’m going to add this resource on the Downloads page as well.

Happy Holidays, everyone!

Ch-ch-ch-changes

“So we wake up in a barn…with Isaac Newton.”
— Heather

That’s the quote that wrapped up last Friday’s Witch Hunter game.  It marked the end of a pretty tense adventure that found our heroes on the losing side of a blossoming Hell Point in northern France and the forces of a Duke Unchained who had been summoned there.  Things probably would have been more tense had we not played in nearly two months, what with conflicting schedules.  Still, in the end, it felt like a satisfactory “season finale.”

And that’s what its going to be.  The last Witch Hunter game until at least July.

Maybe it’s the two month hiatus, the kids’ schedules, or the fact that we’ve been at this campaign for three years.  But my Witch Hunter take is feeling a bit dried up.  It’s been coming.  I felt it back in the early part of the year.  There are still plenty of stories to tell, and I really want to see how they shake out.  But I feel like, as a GM, I’m at the line between phoning it in and running an inspired game.  And my players deserve the latter.

So a month ago I proposed a finite break from Witch Hunter to try out one of a couple of new games sitting on the shelf.  By a very thin margin, we settled on the new 7th Sea.

I’m excited about the change for a whole host of reasons.  For one, as I’ve stated here and elsewhere, I really feel parts of the new 7th Sea are outside of my comfort zone as a GM: the way the core mechanic is structured, the removal of roadblocks, and just the sheer level of improvisation the game really steers towards.  And while I’m very familiar with the world of Théah, I feel like the game is going to be a real challenge to run.

It also makes a great opportunity to shake some old habits.  After all, what’s the point of taking a break from an old game if you are going to do everything the same way you did before?  I’m looking to push myself in new directions and new challenges as much as recharge my creative batteries.

The biggest change I’m making is with prep!  Since my D&D 3e days, my prep has become steadily more heavy.  If you look at my adventure notes, they can get quite elaborate sometimes.  I look back at my games pre-3e and see that most of my session plans took maybe a page or two.  Post-3e, I average about 4-5 pages of prep for 2 sessions worth of play (mostly due to over prepping).

Because of the game’s emphasis on improvisation, I’m going to try something new: the Index Card method.  I’ve shied away from this method in the past because putting 5 pages of historical detail on index cards just doesn’t seem very practical.  In fact, the Index Card approach is almost the polar opposite of how I prep.  What fun!  Let’s give it a whirl!

Another technique I’m hoping to try out is Floyd Wesel’s 3x3x3 method.  In short, rather than request a detailed character background from the players, or have them fill out a questionnaire, I’m going to ask them to provide a number of contacts, allies, and rivals for their heroes.  Nothing too taxing: a name and a sentence or two should do.  Coupled with 7th Sea’s Story mechanic, these should provide plenty of grist for the mill.

So there you have it.  The next couple of months are going to be full of experimentation.  Hopefully, I can bring some of it back to our Witch Hunter game when we resume later in the year.  Hopefully I’ll learn some tricks to improve the game experience and make myself a better GM.  And you can bet I’ll be discussing all of it here.

In other news, for those of you who haven’t wandered through the downloads section lately, advanced prep work for 7th Sea is already well underway.  You’ll find an updated version of the Ship Manifest (with a corrected “death spiral”) and a Villain character sheet (both a simple and advanced version).  I’m working on a few more cheat sheets and references for the game which I hope to have in place before we launch in January.

So hey, that’s what I’ve got.  How about you?  Have you ever done a total audit of your GMing and prep style?  What did you learn about yourself?  What did you keep and what did you pitch?  Share your story in the comments section, please.

Villain Archetypes for 7th Sea

 

This is something I started working on as a shorthand method for creating interesting villains on the fly.  The idea was based somewhat on D&D 3/3.5’s monster templates.  Find the archetype that fits your concept of the villain, and you now have a handful of related Advantages you can apply as desired.  Not every villain who fits an archetype will have all the recommended Advantages, nor are they limited to just those Advantages.  But now the GM has a condensed list of “go-to” abilities for creating villains on the fly, or just as an idea generator.

These archetypes don’t address Arcana or Stats, as those will need to be personalized to the villain.

I hope you find them useful.

Villainous Archetypes

Villainous Archetypes are meant to be broad pictures of a villainous character. They are tools meant to speed up the design of a villain. Find the one that best fits your concept of the villain and then apply the recommended Advantages.

Archetype Recommended Advantages
The Betrayer Come Hither (2), Disarming Smile (2), Opportunist (3), We’re Not So Different (5)
The Bureaucrat Friend at Court (2), Indomitable Will (2), Lyceum (4), Opportunist (3), University
The Fallen Hero Connection (2), Fencer, Perfect Balance (2), Quick Reflexes (3), Reputation (2)
The Fanatic Fascinate (2), Indomitable Will (2), Leadership (2), Quick Reflexes (3), Together We Are Strong (5), Trusted Companion (4)
The Fop Connection (2), Friend at Court (2), Inspire Generosity (2), Leadership (2), Reputation (2), Specialist (4)
The Mad Scientist Specialist (4), Spark of Genius (5), Tenure (3), University (4)
The Mastermind Connection (2), Duelist Academy (5), Friend at Court (2), Hard to Kill (4), Indomitable Will (2), Leadership (2), Quick Reflexes (3), Staredown (2), The Devil’s Own Luck (5), Time Sense (1)
The Pirate Bar Fighter (3), Direction Sense (1), Fencer (3), I’m Taking You With Me (5), Perfect Balance (2), Sea Legs (1), Slip Free (2)
The Priest Fascinate (2), Indomitable Will (2), Leadership (2), Lyceum (4), Ordained (3), Tenure (3), University (4)
The Weakling Dead Eye (3), Disarming Smile (2), Psst! Over Here (2), Reputation (Contradictory) (2), Small (1), Sniper (3), We’re Not So Different (5)
The Zealot I’m Taking You With Me (5), Indomitable Will (2), Quick Reflexes (3), Reputation (2), Specialist (4), Staredown (2), Trusted Companion (4), We’re Not So Different (5)

7th Sea: Expanding NPCs

Two weeks ago, the preview copies of the Heroes and Villains decks went out to backers of the 7th Sea 2nd edition kickstarter.  It gave us our first real look at how the JWP is planning to handle NPCs in the game.  I’ll save my thoughts on the decks themselves until their final release.  But lets talk about NPCs.

Under the 7th Sea core rules, there are really only one class of NPCs: Villains.  Villains have two stats: Strength and Influence, which combine to form their Villainy Rank.  The Hero deck proposes that NPC heroes have only one stat: Strength.  Ok, fair enough.  But for me that seems awfully limited in scope.  After all, different NPCs serve different roles to the players.  I think it makes sense to expand things a bit without going crazy.

Here’s what I’m proposing — for my games, anyway:

There are Five CLASSES of NPCs.  Each class defines the role of the character to the Heroes (the PCs).  It isn’t about what role the NPC serves in the world, but how they relate to the player characters that matters.  Each has a different array of stats depending on the needs of the NPC Class.  But ultimately, there are only three stats:

  • Strength: The character’s personal ability, intellect, charm, skill with a sword, ability to use magic, etc.
  • Influence: The character’s money, resources, minions, political power, allies, etc.
  • Favor: the faith the character has in you and the resources you can draw from. (Yup, just like secret societies).

The Classes of NPCs are as follows:

Villains
Just as explained in the Core rules, Villains have a Strength and Influence score that forms their Villainy Rank.

Patrons
Patrons are influential NPCs who can provide the heroes with means, wealth, and additional influence.  Patrons have two traits: Influence and Favor.

Allies
Allies are other noteworthy NPCs the heroes can call upon for aid or assistance from time to time.  Allies have two traits: Strength and Favor.

Extras
Extras are NPCs that have a neutral relationship with the Heroes.  In most instances, there is no need to give these characters any statistical detail.  But when you do, they have only one trait: Strength.

Brutes
Brutes aren’t proper NPCs.  They are generally underlings, goons, faceless mercenaries, and other threats that they wield against the heroes.  Brutes have one trait: Strength, determined by the number of individuals in the Squad.

I expect you can already figure out how this works.

Patrons are measured in their influence, because unless they are villains the players shouldn’t expect to come to blows against them.  How much and how often a Patron will exert this Influence on behalf of the heroes is measured by their Favor trait, which is handled just as one would with a Secret Society.  Favor is a resource.  Doing things for the Patron builds it up.  Calling in favors depletes it.  Simple as that.

Allies work almost the same way.  Except rather than bringing their Influence to bear for the Heroes, they exert their strength.  How often they willingly do this is measure by Favor.  Abuse an ally too much, and they won’t be so inclined to help you out in the future.

Now, I’m sure this all seems pretty elementary, so why bother?  Because this information is worthwhile when it comes to the players and how they interact with the world.  Not all Patrons are created equal.  Earning the patronage of a cardinal of the Vaticine church should have more potential ramifications than that of the Duchess of Charsouse.  But what point does Strength serve either character?  Likewise, its helpful to know how much Captain Berek of the Sea Dogs is in debt to the heroes, favor-wise, and how much muscle he can lend on your behalf.  But beyond a few key contacts, no one expects Captain Berek to have wide reaching influence.  (Actually, Berek is a bad example.  He could potentially be an Ally OR a Patron.)

This also suggests that Patrons could have schemes.  And why not?  This gives one more story hook for GMs to dress up for the players.

Consider the following guidelines when it comes to Patrons and Favor (modeled after Secret Societies, of course):

Earning Favor

  • Selling Information that is of interest a Patron is worth 2 Favor. Information of this type is not commonly known but not a closely guarded secret, such as a merchant’s previous failed businesses or the name of a privateer’s wife.
  • Aiding or acting as an agent of the Patron in a scheme that comes to fruition is worth 4 Favor. Acting as part of an unsuccessful scheme that does not fail do to your involvement is worth 2 Favor.
  • Selling a Secret that is of interest to the Patron is worth 6 Favor. Information of this type is a closely guarded secret, such as the secret bastard son of the Count or the identity of an Inquisition assassin.

Spending Favor

  • You can call upon your Patron to spend Wealth on your behalf, at a cost of 1 Favor for each point of Wealth spent. The Patron can spend up to half of his or her Influence in Wealth in this manner. Patrons will not spend beyond that unless there are special circumstances.
  • Buying Information that the Patron possesses costs 1 Favor. Information of this type is not commonly known but not a closely guarded secret, such as a merchant’s previous failed businesses or the name of a privateer’s wife.
  • Requesting an Agent of your Patron to save you from danger or help you accomplish a mission costs 3 Favor. Agents dispatched in this capacity are typically Strength 4.
  • Patrons will not typically dispense in Secrets unless the information is relevant to an assignment the Heroes are undertaking for that Patron.
  • Betraying the trust and confidence of a Patron has a cost in favor as well.  Typically the cost in Favor will be either 2 (minor breech), 4 (moderate breech), or 6 (major breech).  On minor breech of trust, the Patron may be willing to extend a second chance to the hero, depending on their relationship.  A moderate and major trust will usually result in refusal of any further involvement by the Patron.  Furthermore, if the loss in Favor results in reducing the Hero’s standing favor to 0 or less, the Patron may become an Adversary, actively working against the hero.  This could jeopardize the heroes’ relationship with other Patrons as well.

Of course, you can expand on this list.  Just as each Secret Society has two or more unique was to earn and spend favor, so should Patrons.  The Courtly Intrigue rules in the old Montaigne book would be a great place to draw inspiration.

And none of this additional definition adds weight to the game.  It simply uses the things that were already there.  So if you feel NPCs in 7th Sea are a bit on the threadbare side, try this out and see if it suits your needs better.

Coming Up for Air

It’s been a couple of weeks since my last post.  No, this blog is not fading away into the ether.  I’m simply adapting to the new school schedule.  Who would have thought that moving small people from point A to point B on time would be such a colossal time suck?!

Meanwhile, I’ve been working on a few random odds and ends that I’m not willing to share yet.  I’ll even admit, some of them may just be wastes of time that may go absolutely no where.  I’ve been known to chase a few windmills in my day.

For my Teen Roleplaying Program at the Lewisville Public Library, I’m starting to gear up for our annual Halloween event.  Once again, I’m going to be using my hacked variant of Cthulhu Dark to run a one shot scenario of terror and laughs.  Last time I did this we had a lot of fun, but the hack needed some refinement.  This time, I’m hoping to post the results.  I’m hoping others will find the game as entertaining as we do.  So stay tuned for that.

On the Witch Hunter front, it’s been a while since we actually played.  Illness, birthdays, and other mishaps have hopefully given way and we will be back in full swing this week.  That may jump start a bit more game specific activity around here.

One last thing, if you look in the Downloads section, I’ve added a link to a Google Doc file of Martin Coulter’s excellent Opportunities and Consequences file for 7th Sea 2nd edition. This file was originally posted to the Explorers of Théah Facebook group and was meant as a community project.  So grab it for your own uses, but feel free to add to it.  Just be sure to add your name as a contributor.

mirror mirror

Mirror, Mirror: the Other Side of the Coin

So about the time my 7th Sea: First Play Impressions post went live, I was being called out for being too much of a 7th Sea fan boy.  That perhaps my enthusiasm for the setting and previous edition was coloring my impression of the new edition.  And I think to myself, well what’s wrong with that?!  If you’ve read anything I’ve posted around here about gaming, it’s no secret that 7th Sea was sort of a seminal game experience for me.  One that sort of set the standard for the play experience I want in any game I play going forward.  And if that colors my expectations and enthusiasm for the 2nd edition, so what of it?  I mean, isn’t that the flip side of calling OSR fans out as nothing more than nostalgic?

But ok.  I’ll play along.  Because it’s not as though 7th Sea 2nd edition is perfect.  It wasn’t dictated by God Almighty as the Final Word in gaming.  You can’t even really compare it to 1st edition beyond the setting, because the game system is almost entirely new with only a cosmetic veneer to tie the two together.  So if you’re on the fence about 7th Sea 2nd edition, wondering if you really want to drop the money on the PDF, or the hardcover, or the leather bound collector’s edition, and you were foolish enough to come here then pay attention!  I’m going to tell you what I don’t like about the new edition.

Dracheneisen vs Hexenwerk

I think Hexenwerk is a poor replacement for Eisen’s national sorcery.  As a replacement for Zerstorung?  Sure!  Great!  But Dracheneisen was so iconic; it defined the look and character of Eisen.  Hexenwerk, as flavorful as it is, is very specialized and isn’t going to fit into every game.  Also, the core book makes it pretty clear that this is it.  There isn’t any more development space for Hexenwerk.  It’s done.  Now I get it that Eisen is now a dark fairy tale land of ghosts, ghouls, and vampires lurking in castles on high.  But you can have that and still have big bad Germans charging around in fancy armor.  There have been rumblings from folks looking to expand the utility of Hexenwerk by making it apply to all monsters, not just undead.  There are also folks working to put dracheneisen back in its rightful place as Eisen’s national sorcery.  Personally, I’m down for both.  And the Die Krieuzritter?  Magical blades forged of light and shadow brought to bear against monsters in the dark works just fine for me.

Faux Diversity

Gender equality and diversity!  These are two things that help define Théah and separate it from 17th century Europe.  Applause.  No, that’s a great thing really, and perfectly fitting with the tone of pre-reboot Théah.  But is it really more diverse?  Not really.  Right now, with just the core book, it’s very difficult to create an “exotic” hero from Ifri, Cathay, or the Crescent Empire without reskinning, homebrewing, or buying another sourcebook.  Is that a mark against the writers?  No.  They can’t include EVERYTHING.  But if you think about it, 1-2 pages of content would have been all you needed to be truly inclusive in terms of Ethnic diversity.  A handful of backgrounds, a handful of thumbnails.  Hell, Iskandar is right there on the map.  This isn’t so much a black mark as a missed opportunity.

Risks

First let me say, I love Action Scenes and Dramatic Sequences (Kinda. More on that later.). By comparisons, Risks still feel a bit forced.  Like an oval peg in a round hole.  I think part of the story in RPGs comes from the unexpected occurring, something that 7th Sea downplays in favor of player’s choosing the consequences of their actions.  I’m not sure a three-tiered success system wouldn’t have fit along side Action and Dramatic scenes more seamlessly (both of them have essentially three tiers of success: Approach, Improvised, and Unskilled.  I’m sure the developers playtested this and chose to go another way because…they liked it more.  But to me, standard Risks FEEL much different than Action and Dramatic Sequences.  They don’t feel like extensions of one another.  And there are limits to what you can express with Risks that I don’t like.  Time will tell on this one.

Raises vs Successes

This one goes hand in hand with the previous point.  Raises, rolling your dice pool and counting 10s, don’t feel quite as intuitive as rolling and counting successes (WoD, Witch Hunter).  Others with better math skills than me have pointed out that rolling and counting 6s and above gives you the same peak probability while widening the curve, thus making your pool of Raises a bit less predictable in the long term.  The method the developers went with feels like change for the sake of change, to help give the game its own identity.  I suppose it does that, and predictability does have some benefits, but I’m not sure the game as a whole wouldn’t be more accessible and just as exciting if they’d taken a more tired and traditional method.

FYI for those who worry about the speed of counting groups of 10s, don’t worry about that.  That isn’t an issue with the way the game handles dice rolling.

Rulings vs Rules

I can’t help but get the feeling that the rules of 7th Sea are a little half-baked.  By that I mean, immature, unseasoned, and untested.  In my previous post I said:

I think it’s safe to say the game succeeds at what it sets out to do.  Now that it’s in the wild, I’m really eager to see how far people are going to push it!

That cuts both ways.  I believe its a good start.  I think Action Sequences are there.  Dramatic Sequences are too open ended, like something they tried a few times and said, “Looks great!  Put em in!”  Risks?  Like I said: oval peg in a round hole.  Almost there, but not quite.  Over the next couple of months, as more and more people get their hands on the rules, beat them, bash them, and twist them like the mercurial things they are, I think we are going to see some maturity, some road weariness, beaten into the system.  We’re going to find out what really works and what doesn’t.

Pay close attention to this.  And please, do not read this as a negative.  I think when 7th Sea: the East rolls off the presses in 2+ years, we are going to be looking at a more mature game.  And it wouldn’t surprise me in the least if we are 4-5 years away from a revised edition (most likely an expanded or revised second printing, but still).  In that time, I think GMs are going to take the tools given to them in the core book and spin off about 2 or 3 new variants that will become so ubiquitous in play that it would be ridiculous not to include them as part of the core rules.

This isn’t because the rules are bad.  They’re simply immature.  Kinda like the LBB edition of Dungeons and Dragons vs. BECMI/AD&D. I think 7th Sea 2nd edition is a natural extension of where John Wick has been going in terms of game design, but none of those games ever slammed headfirst into the hands of 11,000 people.  I suspect years of hard playtesting, convention play, house ruling and home brewing is going to create an interesting beast, but it’s still a couple of years out from real maturity.

I’m okay with that.  I think John Wick would be okay with that assessment.  But not everyone will be.

The Toolbox

Ok, to be fair 1st edition 7th Sea was no hallmark in this department.  Aside from a few false starts (“Random” Encounters in the GM Screen adventure, The Powder Keg in the Villain’s Kit), the game never offered much in the way of tools for adventure building.  Hooks, sure.  Metaplot, yup.  But nuts and bolts so you could create your own unique vision of Théah?  Nope.  Nada.  Almost zero.  Oh, there were plenty of subsystems and mini-games that made 7th Sea a nice sandbox, but that’s not the same thing.  The GM who wandered off the page was on his own.

2nd edition is following the same playbook thus far.  There aren’t many tools for GMs in the new game.  There is no sample starting point, no example NPCs, no example monsters, no idea generators, no random encounter tables, no tools for creating a town or city.  The information is most big picture stuff (“this is what swashbuckling adventure is…”) and not little stuff (“here’s a list of elements to ratchet up the swashbuckling flavor of your adventure.”).  Is this even a valid critique of modern RPGs?  I think so.  Maybe all those Savage Worlds Adventure Generators have spoiled me.

That may all be coming in the sourcebooks.  John Wick has said as much that this edition will not have a metaplot.  So its quite possible that we’ll see some GM tools that focus on and highlight the individual locations in the setting.  In that sense, Pirate Nations, the first sourcebook (due out in November 2016), will be very telling.  And if JWP doesn’t see the value in providing tools for us hands-on sandbox worldbuilder GM types, maybe the promised Explorer’s Society marketplace will give us a venue for such things.

In Conclusion

I don’t want anyone coming away from my previous comments about 7th Sea 2nd edition thinking its all sunshine, roses, and kittens.  If you look at these critiques and think, “meh,” then by all means polish up those d10s and start dreaming up consequences.  If these give you pause, then track down a game on Roll20 or at convention and give it a spin before you start throwing money at it.  Or toss the new rules and just graft the old R/K system back on top of the new setting.  There’s no shame in that.  Even the crew at JWP is on record as saying they want folks to use the old system if the new one doesn’t work for them.  You know your tastes more than I do.

I’ve said the game is outside of my comfort zone, and it is.  For all the reasons I’ve listed above.  That doesn’t mean I don’t want to give it a try.  It also doesn’t mean I’m in it for the long haul (though that kickstarter sure did make that easier).  We had bucket loads of fun with the original edition, and I really hope this edition will deliver even more.  But the proof is in the pudding.  The first taste was nice, but that’s all it was.  Let’s see how things hold up over time.

 

Brutes

Lieutenant Brute, Reporting for Duty

Having played Savage Worlds for years, and now running an old school B/X D&D game for teens, I’ve gotten used to players wanting to hire retainers, hirelings, mercenaries, and other hangers on.  When prepping my adventure for 7th Sea, it seemed obvious that the ship’s crew was going to go on the adventure with the Heroes.  But other than Brutes being opposition, there really isn’t anything about using them for support.  A couple of us brainstormed some ideas over on the 7th Sea 2nd edition forums and I cobbled together some optional rules regarding brutes, focusing on players commanding them in the field.

Here are some of the highlights:

  • Brutes should never outclass the Heroes; there should never be a time when it is to the Heroes’ advantage to let the brutes do the heavy lifting.
  • All things being equal, two brute squads of equal strength will each do 1 wound to the other each round.
  • If a squad outnumbers an opposing squad by 2 or more, the squad will do 2 wounds each round.
  • Players whose Approach allows them to command brutes may use them as any other weapon, and may spend a Raise for the brutes to do an additional wound to an opposing brute squad.

The rest is here.