You know, for about a second I considered writing this entire post in ‘Pirate Speech’ but then I realised that would be amazingly annoying.
Anyway, onto the fun part.
We’re going to have a look at 7th Sea (2nd Ed).
Now I backed 7th Sea on Kickstarter, which was something I really had to think about as I have not had good experiences with RPG Kickstarters and have proclaimed on more than one occasion how ‘done’ I am with crowdfunding. However I decided to give it another go and backed 3 projects that I was interested in, one is now 6 months late and has no updated or estimated delivery date, the other is looking like its going to miss its delivery date completely but as there is practically no communications from that project, who knows. This one however not only delivered everything it promised but it did so early. Well done to John Wick & friends.
Quick side note, this has not in anyway restored my faith in crowd funding as a method for producing RPGs, a 33% success rate is really low.
Anyway, on to the game.
For those who do not know, 7th Sea is a game of swashbuckling high adventure that takes place in a fantasy version of Renaissance Europe, most of the world is familiar enough to us that a reader can pick up easily enough what the feel of each of the countries is. However there is a big difference, that difference is Sorcery, in the world of 7th Sea magic exists and is practicied if not widley then certainly moderately. Each nation has its own flavour of sorcery and they are all pretty awesome.
The original 7th Sea used a very similar roll & keep system to the Legend of the Five Rings games, not really surprising given that both were AEG games. The new edition uses a much more stripped down and narrativly aware system that I will talk about in some detail later.
I am going to look, in detail, at the new system changes but before we can do that we need an example character to use in the system examples. So, part one of this post is going to cover creating a character and part two will look at the system.