There aren’t a lot of good opportunities to come out of cold storage these days. Honestly, finding time for work, family, gaming, and game prep doesn’t leave much time for blogging. Not without someone looking over your shoulder and reminding you that you have something else you are supposed to be doing. But sometimes the universe just hands you a reason.
Way back in January of 2016, a decade ago (Good Lord!), John Wick launched the kickstarter for 7th Sea 2nd edition. Flash forward to Tuesday, March 10 of 2026, and a new journey begins with the launch of a 3th edition for this venerable swashbuckling rpg. This time, the ship is helmed by Studio Agate, a French publishing studio under license from Chaosium.
How did we get here? I’m not going to dredge through the past for everyone. Plenty of ink has been spilled on the saga of 7th Sea 2e. What matters is that Studio Agate has shown plenty of love for the property through its own French releases. The art direction is so beautiful, at one point I was seriously looking to order their Montaigne GM Screen just for the front panel art.
So what’s different about the 3rd edition? From what’s been released over on Studio Agate’s patreon? Plenty. Probably a lot more than we can see with the current playtest materials. It’s a difficult proposition. This will be the THIRD game system under the 7th Sea umbrella (fleet?), which is a lot for ANY rpg. I mean, D&D…sorta pulled it off (4 game systems).
To their credit, the developers have been fairly transparent and have been crowdsourcing a lot of the development direction (not the actual design). Long before the KS was announced, when Chaosium gave them the go ahead to launch a new edition, SA surveyed any and all fans, old and new, who cared to contribute. The results were predictable (from where I sit, anyway): keep the 2e setting (huzzah!), but go back to a more traditional game system (eh?). This is great news because not only is the 7S2 setting rich, diverse, and massive (especially if you include Khitai, which they are), but no one is eager to rebuild their 7th Sea library. 7S2 books were very heavy on the fluff and lore, really light on mechanics. You could probably put all the new mechanics (backgrounds, advantages, subsystems, etc.) from ALL the 7S2 books into a 96 page doc and still have room for art and ridiculously padded margins.
So gone is the roll > move architecture that so split the fandom with 2e. We’ve been promised a system that gives a wink and a nod to the original R/K system. Not a carbon copy, but one that definitely wears its influences on its sleeve. Yes, already people are complaining that it isn’t really R/K. What can you do? I can tell you as a fan of 1e 7th Sea, one of the reasons we never went back after we moved on to a different game was because I got really tired of counting. So THIS FAN is perfectly happy rolling a bunch of d10s and hunting for successes.
Anyhow, I feel like I’ve prattled on enough at this point. Either you’ve moved on, or you want to hear more details. So here you go. The first is a review of the KS and the playtest doc. Good stuff and mirrors a lot of my own thoughts.
If that’s not enough, the folks over at Friends of the POD decided to screencast their own playtest. It’s really cool to see how they approached it and the differences with my own group’s experience. A word of warning, though: FOTP have monetized the &^%$ out of their feed. Were I not invested in the subject, I would have tuned out after the second commercial break (15 minutes in, maybe). I realize folks want to make a living at this, but come the &^%$ on!
I ran the playtest for my regular group last Friday. All of them are veterans of at least one 7S2 campaign, and one even played in one of my 7S1 games back in the day (his introduction to RPGs in fact), so there was plenty of anticipation and excitement. Before the game, I drew up a list of thoughts and concerns about the new rules. To my…surprise(?), a lot of the things I though were going to be bugs really worked for the players. The whole Sorte Strega (Fate Witch) sorcery subsystem was a huge hit. More than one of my players really wants to continue playing the storyline introduced in the playtest — which is great because that campaign has been the primary stretch goal. Kinda feels weird since I’m usually a write my own campaign material guy, but it might be nice to have the hard work done for me for a change.
You can download a free preview of what Studio Agate has in store here. No rules. For that you’ll need to sign up for their (Free!) Dev Diary on Patreon. Here is a link to the initial community survey results found there, if you want to learn more about the direction of the new edition.
And with that, I’ll sign off. I’ll try to be back with more on this one later. No sense of coming out of cold storage for one post, right? Feel free to drop commentary below. There are plenty of places to get answers about the playtest and the Kickstarter, but I’m happy to offer my $0.02 to anyone who wants it.

