7th Sea Second Edition
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Which thread?
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I browsed a lot of reddit about 7th Sea 2E yesterday. I'll see if I can find the specific thread but really the talking points boiled down to the 2E mechanics being lackluster and not having the consistency or ease of the 1E mechanics.
Some of the playtesters were saying the game added more complication to the system which took the streamline of combat out and made it a little more clunky.
It won't change my pledge though. I'm quite happy with what I've seen of the game so far. And pirate booty. Mmm pirate booty.
ETA:
Found it: https://www.reddit.com/r/7thSea/comments/48zw1b/after_playing_2nd_edition_quick_start_we_had_fun/
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Backed. Wanted it. I am going to love this!
(Also 40-.00 will get you books from NOW (being hopefully Oct. 2016) until Doomsday ( sometime in 2019 judging by the amount of books and maps I am getting as PDFS).
But now this will maybe cause a good 7th Sea game to appear!
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@Songtress said:
Backed. Wanted it. I am going to love this!
(Also 40-.00 will get you books from NOW (being hopefully Oct. 2016) until Doomsday ( sometime in 2019 judging by the amount of books and maps I am getting as PDFS).
But now this will maybe cause a good 7th Sea game to appear!
Yep. I have confirmed as of this morning that every member of my tabletop group has pledged enough to get 1 or more books digitially, and one went high enough to get the 4 physical copy pledge.
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The roll resolution system is ass to code. @Sammi, I am calling you out to come up with the proper code logic or even code for this roll and resolution (I.e., success counter) system. It's a friendly dare, because even I don't think it's worth the effort. The QuickStart will be provided if you didn't back this.
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@Thenomain said:
The roll resolution system is ass to code. @Sammi, I am calling you out to come up with the proper code logic or even code for this roll and resolution (I.e., success counter) system. It's a friendly dare, because even I don't think it's worth the effort. The QuickStart will be provided if you didn't back this.
The pirate gauntlet has been thrown! Now you've got me curious.
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@Thenomain
I'm also curious, just because I love digging in to the crunchy bits of new systems. I'm not a backer, no. -
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Personally I am glad they went with a 'more narrtitive' ish feel, but without be /being/ super narrative.
If you want to see what I mean, RPGnet's IRC room (*No longer affiliated with RPGnet, but kept the name).
Did a Q&A session : 7th th Sea Second Edition Q&A @ GMShoe's Office! -
This reminds me of the issues with Weapons of the Gods. It had a ton of secret magical martial arts techniques and spells and fun stuff. BUT they made the display of super human actions so easy, that it lost all context. The opening adventure example was writing a poem on the fly, while dropping off a wall, in excellent calligraphy, with your sword, in stone. You didn't need anything special to have a shot at that.
It really undermined and sense of scale or special to have no qualifiers.
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Performing the Fell Thread Necromancy to see if anything is in the works for this?
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No idea about a mu or anything but getting into a second edition game in September. Pretty amped
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I tried so hard to like 7th Sea, but the system was just awful. Our table has ported over to Savage worlds using the super fun setting, but man, that system.. Yeesh. My GM says it's his favourite, but knowing the end of your story before you start your story is just taking the G out of RPG. Nothing had any weight to it, or sense of risk because characters can't die--it's in the rules.
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My group tried it as well because the system looked like it'e be fantastic. It's more about how something gets done rather than if something gets done though. Which may be perfect for an MU I guess but, as was mentioned above, it kind of took the edge out of the RP. There wasn't much drama and some people at the table really could not wrap their heads around just how the system worked.
In the end we ended up switching to Savage Worlds and playing in their 50 Fathoms setting.
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The new system is pretty MU-inappropriate, unfortunately (Personally, I think it's just bad, but even if you're into the hyper indie Wick-wank, there are many things it doesn't really support for a game with more than a single troupe of primary PCs).
I'm still kind of wanting to do some kind of age of sail-related game, but I can't really decide how to go about it. A setting like 7th sea's vs a light historical take (ie something like Black Sails), which system, etc etc. Also unfortunately it tends to be a setting that really bumps up against some other long-time MU problem things like travel times.
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I'd be cool with First Edition (this was just the topic I found first, so it is the one that got thread-necro'd), but... you'd think that the more narrative, less doom-filled play style would work for MUs, with the whole... not wanting to die unless you're retiring sort of thing.
MAYBE a 1e system, with some of the 2e setting? DISCUSS!
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I'm a Savage Worlds fan but I think Savage Worlds handles Pirate style RP fairly well. It has two Pirate centric settings (Pirates of the Spanish Main and 50 Fathoms) and I enjoyed playing in both. I was part of a group once that was going to open a game called "Pirates Haven" and it was going to be set in Port Royal which would have served as a central hub for RP. Players could then join existing ships or start ships of their own or whatever. Everyone eventually bailed on the game which made me sad because I was very excited for it.
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7th Sea has a really neat setting, but I've never understood what you would do on a 7th Sea MU. Like, sure, "live in the pirate era". But going back to what was discussed on How to Change MU*ing - what would the PCs do on a day to day basis? Without a coherent hook it seems like it would just end up being "Dating Game: Theah Edition".
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@faraday said in 7th Sea Second Edition:
7th Sea has a really neat setting, but I've never understood what you would do on a 7th Sea MU. Like, sure, "live in the pirate era". But going back to what was discussed on How to Change MU*ing - what would the PCs do on a day to day basis? Without a coherent hook it seems like it would just end up being "Dating Game: Theah Edition".
I never understood the "what would a player do" problem people often talk about. I think if you can't figure out what to do on your own time on a game with a vibrant theme...you probably shouldn't be there to begin with. I've never had a problem finding things to do on any game I was on so long as I had RP partners willing to explore our own RP. Everyone seems to boil things down to "You'll just end up being <Theme> Sex MU" and I don't get it. What will players do on a day to day basis? RP.
In reference to this specific thing "live in the pirate era" opens up so many possibilities that I don't think I'd ever be bored even if staff never ran a single plot. Again, all a player needs is 1 or more other players willing to explore their own RP and that's what you do. Have fun.
That's my opinion anyway.
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@ZombieGenesis Since it's so easy for you, perhaps you could enlighten the rest of us as to what sort of plots you would run to keep 20-some (let's keep it conservative) PCs from all different walks of life entertained and engaged for a year?
If the answer is "let them entertain themselves" I wish you the best of luck making that work as anything other than a small sandbox game.