Category Archives: 7th Sea

Dragoman

So after some unfortunate shuffling of the deck chairs in our 7th Sea game, we brought in two new players.  One of them, a very serious and historically minded type comes to me and says, “I want to play this?  I don’t see it as a background though.”  “No problem,” I say.  “Let’s see what we can do.”

The background in question was the Dragoman, an envoy and diplomat in the Ottoman Court.  With the preview of the Crescent Empire book beginning to circulate through the kickstarter channels, I figure this is a timely addition.  Especially since that background isn’t included.  Probably because of the focus on language, one of many things this edition of 7th Sea shuffles into the background.

Actually, creating a new background wasn’t difficult at all.  We took two comparable backgrounds, the Courtier and the Consigliere (Vodacce), and smashed them together.  Then there was some jockeying about what Advantages (besides Linguist) to include.  In the end, we settled on 6 points of Advantages as there is precedence for this.  In the end, the hardest part was coming up with a Quirk!  So I turned to the Facebook fan group for that.  In the end, I think it turned out pretty well, and makes a great background for a Crescent agent adventuring in Théah.

Dragonman

Crescent Empire Background

You are a bridge between cultures; an interpreter, mediator, diplomat, and guide in foreign matters in the court of the Empress.

Quirk: Earn a Hero Point when you solve a problem using knowledge from a culture other than your own.

Advantages: Linguist, Friend at Court, Honest Misunderstanding

Skills: Convince, Empathy, Notice, Scholarship, Tempt

Everyone Loves a Bookmark!

A week or so back, Karl Keesler over on Google+ posted this image of his character from a 7th Sea game.

proto-bookmark

The first thing I thought when I saw this was, “sword toothpicks for hero points!  That’s super cute!  Much better looking than my doubloons from Party City.”

My second thought was, “how long until one of the players suffers a REAL Dramatic Wound from one of those things?  Less than one game session in my library game, I’ll bet.”

But then I noticed that mind blowing tidbit in the upper left.  What is that?  A bookmark?  A rules reference bookmark??  How f*%#ing cool is that!  I must have it!

And so Karl and I started a little back and forth about it.  Then the bookmark’s designer, Bert Garcia got involved.  And soon, this lovely play aid was revealed in all it’s glory.

proto02

Of course, by that point, I was neck deep into crafting my own rendition.  And not one to leave good enough alone, I had to use both sides and include twice the detail.  I’m happy with the results, and one of my players has already asked for a Roll20 version.

So please enjoy this wonderful play aid for 7th Sea 2nd edition.  Full credit goes to Bert Garcia for his original design, which you can find here if you want something more minimalist.  If any of you are wondering why I’m not releasing this to the Explorer’s Society, it just seems wrong to do anything like that without a full credit (and a share of any profits) going to Bert.  Besides, I like keeping all my toys right here where I can find them.

Don’t worry.  I have some ideas that will make it into the Society soon enough.

Surprise!

As I’ve worked to wrap my brain around the finer points of the new edition of 7th Sea, squaring the circle of the traditional RPG encounter with this more pseudo-narrative style has been a bit challenging.  And 7th Sea isn’t the only RPG with this issue.  A lot of them, Witch Hunter and Savage Worlds included (IMNSHO) miss the bar on this one.  After all, when surprise is left to an opposed roll…what surprise is left?  No, this is one of the places where D&D excels: these GM procedural rolls.  Fast and easy; roll 2d6 and done.

In a game where players only “fail” when they choose too, “surprise” in the sense of a traditional RPG requires something of GM fiat.  Thankfully, 7th Sea has a mechanic for that: Danger Points.

Since 7th Sea GMs never have too many things to throw Danger Points at, I give you: the Surprise Round:

Where appropriate, at the beginning of an Action Sequence, the GM may spend a Danger Point to initiate a “surprise round.” During this round, all players must spend a hero point or dedicate enough raises to negate all potential Wounds before they may spend any to cause Wounds of their own.

This applies to Duelists and those with the Student of Combat Advantage, though they may use their Parry maneuver.

Example: a group of heroes are engaged by Strength 5 brute squads, one for each player.  The GM spends a Danger Point to initiate a Surprise Round as the Action Sequence begins, putting the heroes at an immediate disadvantage.  Normally, each hero could act normally, attacking, defending or performing stunts as they choose.  But during the surprise round, each player must dedicate 5 raises (Strength 5 brutes = 5 potential wounds) to defense (negating wounds) before they can attack and cause wounds of their own.  The group duelist may perform a Parry maneuver to negate a number of wounds equal to her weaponry (3, in this case), but the remaining 2 wounds must be negated on a 1:1 basis. They may perform defensive stunts normally.  If the player chooses, he or she may spend a Hero Point to act normally.

The language probably needs some tightening up, but I think the idea is sound.  Sure, you could accomplish some of this by spending a Danger Point to increase the difficulty to 15, or applying Pressure when Villains are involved, but neither of those really feels satisfactory to me.  And the cost seems appropriate and in-line with the rest of the game.

Give it a try the next time you want to throw a curve ball at your players.  Let me know how it works out.

 

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.