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Setting a new course: 7th Sea Third Edition

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.

Adversaries: Hobgoblin

Hobgoblins are a primarily nocturnal and commonly subterranean malicious fey creatures. They average height of three and a half feet with a rotund body and a dark crimson cast to their skin. Their long and sharp nose and wide toothy mouth are framed by large pointed ears.  Although they cannot transport themselves as do some of their smaller kin, hobgoblins can become invisible, and in such state they are able to harass and confuse foes.

Hobgoblins enjoy nothing more than harmful pranks, coarse humor, and cruel jokes. They are concerned mostly with ease, revelry, and devilment of hapless victims; they shun labor assiduously – much to their detriment at times, for they are often caught unprepared by wily foes. 

Elite Hobgoblins

A Hobgoblin Troubler is a sort of group leader, and one will always be present in any group of 6 or more hobgoblins, and in large arrays of them, one in 10 will be of this sort.  Add 1 pt to Constitution, Fighting, and Strength.  Add the Communication (Leadership) and Strength (Mighty) Focuses. Health is increased to 34 (17).

In each hobgoblin community, there will be two to four hobgoblin Shamans in each community, and at least one with any force of 30 or more Hobgoblins.  Add 1 pt to Accuracy, Communication, and Willpower.  Add the Accuracy (Arcane Blast) and Willpower (Courage) Focuses.  Typical Arcana include Fate, Illusion, and Shadow. Health is increased to 32.

A Hobgoblin Chief (Heroic), one to two per community or one leading a large force of 50 or more Hobgoblins will also appear.  Chief’s have the Mighty Quality (below).  Add 2 pt to Fighting and Strength, and 1 point to Accuracy, Constitution, Communication, and Willpower.  Add the Communication (Leadership), Strength (Intimidation), Intelligence (Evaluation), and Willpower (Morale) Focuses.  Health is increased to 44.

HOBGOBLIN

Minor Threat

No. Appearing: Gang (4-9), mob (10-24, plus 1 troubler), band (10-100 plus 100% non-combatants plus 1 Troubler per 10 adults, and 1 Shaman), or tribe (100-400 plus 100% noncombatants plus 1 Troubler per 10 adults, 2-4 shamans, and 1 chief)

Weapon Groups: Axe, Bow, Light Blades, Spear

 


Accuracy: 3 (Bow, Light Blades, Spear)

Communication: 0 (Deception)

Constitution: 1

Dexterity: 3 (Stealth)

Fighting: 1 (Axe)

Intelligence: 0

Perception: 1 (Hearing, Seeing)

Strength: 1

Willpower: 1


SPD HEALTH DEF AR
12 27 14* 4

*Spiked Buckler and Heavy Leather Armor

WEAPON ATK DMG
Dagger +5 1d6+5
Throwing Axe +3 1d6+2
Short Bow +3 1d6+2
Throwing Spear +5 1d6+5

SPECIAL QUALITIES
Favored Stunts: Knock Prone, Set-Up, Skirmish, Taunt
  • Darkvision
  • Invisibility:  Hobgoblins can become invisible as a Minor Action, and in such state they are able to harass and confuse foes, but not cast spells or employ weapons to do deadly Harm. Any attack by an invisible Hobgoblin with a weapon automatically destroys the non-visible state.  As noted, they are invisible, but not immaterial, although they cannot be seen or otherwise sensed by normal means other than touch when invisible.
  • Pack Tactics
Chief Hobgoblin Qualities
  • Mighty

WE DID IT!

The soul gem has been captured.  The Ghost Tower is stilled.  Potential planar apocalypse averted.  Please allow me an my group a victory lap of sorts.  We actually finished something resembling a coherent storyline!  After two years of play, our Fantasy AGE game has drawn to a close.

While this isn’t a big deal for plenty of GMs, it is for me personally.  After all, I’m notorious among my players for my “one shots” that take four shots to complete.  I can count that campaigns I’ve run that my group “finished” on one hand.  Most of them sort of peter out, usually because I’ve become distracted by some new shiny thing or the group dynamic makes a seismic shift.  And since I suspect there are a lot of GMs out there like myself, whose love the idea of an ending but also like to build their worlds into a spiraling mass of adventure, I figured an actual ending was worth a post.

Fantasy AGE, published by Green Ronin

When we started our Fantasy Age, I was planning for a coherent, contained plot arc rather than a sprawling open ended sandbox.  But rather than focus on a single ending, I had three potential endings in mind.  These endings were each sort of epic and scope, and connected by the same thread (the slaugh of the Feywild looking to exert their power and control over both the fey and mortal worlds).  The players’ choices would eventually lead to one of these three potential endings.  I made sure to lightly flesh out (lightly) each ending, with plans to develop it further if the players moved in that direction.

Starting at the End

This decision had some benefits.  It fits nicely into the matrix campaign model. It also makes the campaign very flexible, since not every clue leads to the same destination.  This makes the world feel bigger and leaves places to be explored.  

C2: The Ghost Tower of Inverness, by Allen Hammack

The Ghost Tower of Inverness was always one of these end points.  It’s a classic D&D tournament module that has a very weird, funhouse vibe.  I’ve never run it, and it would be a very weird fit in any regular game (most tournament mods feel this way to me).  But with the background plan I had, it suddenly felt like a great choice.  A bit of shaking and seasoning, and suddenly the Ghost Tower goes from a weird funhouse dungeon to an insidious junction of planar power driven by a magical battery of extreme magnitude (the soul gem) that the slaugh can exploit to create a convergence of all the inner planes under the right circumstances.  

Ghost Tower by Sam Burley

[insert fiendish GM laughter here]

But again, this was simply one of three potential endings I thought would be epic and fun.  It also happens to be the direction the players took. 

Even with three potential endings, it was still a challenge (for me) to stay on target over the two years of the campaign.  That was plenty of time for my gamer ADD to set in and build wildly divergent plot threads that could easily have derailed the whole thing.  It also takes a certain discipline to say “this is the climax of the game”.  For those of us of a certain generation, who grew up with tales of sprawling sandbox campaigns that span decade, there is a gut instinct to just keep going.  Do not fade to black.  Damn the credit scroll.  There is yet another horizon to explore.  This proved to be an issue with both the 7th Sea and Witch Hunter campaigns.  Where it would have been more dramatic to close the book on a high note, I pushed to start a new chapter only to have it fade out mid story.

Trust me when I say, drawing the curtain on a solid ending is FAR more satisfying.

Work to be Done

But it’s not all sunshine and lollipops.  Time for some self reflection.  What could use improvement?

When we started our Fantasy AGE game, one of the things we really wanted to focus on with this campaign was exploration.  I’m not sure I nailed that one.  I mean, I feel I did a good job of making the world seem big and alive.  It was clear to the players that there was plenty going on in the world: more than they could hope to ever solve.  There were plenty of loose ends, but that’s different than giving them a Skyrim scale world they could explore.  While I don’t think it effected anyone’s enjoyment of the game (none of the players have said anything anyway, bless ‘em), it does give me something to strive for next time.

I also feel that it wasn’t until near the end, as the players approached the Ghost Tower, that the real threat the magic of the place posed came into focus.  Now, some of this is necessarily due to the multiple ending model I built.  If you create a world shattering story centered on a specific location, its really hard to justify a conclusion that is half a world away.  But if I back up a little, I could have made the slaugh threat a lot more sinister a lot earlier.  Would that have effected people’s choices?  Maybe.

As to the ending itself, not all the players were able to make it.  This itself made the climax a bit more anticlimactic.  But sometimes that can’t be helped.  If you have to choose between keeping things on schedule vs everyone being able to attend, I’d go with the former every time.  But it would have been nice if everyone could have made it.  That would have been truly epic.

Last of all, if I had it to do over again, I would have budgeted a full game session for resolution. This time, I did not, and things felt rushed which added to the feeling of fizzle.  So, GMs, I think its worthwhile as your campaign approaches its logical end point, spend an afternoon prepping a resolution session (or dénouement, if you prefer).  In fact, much like polling your players about a “death scene” for their characters, I would probably ask them for aid here.  What is something each player would like to see something resolved in terms of their own character’s story.  Let them suggest a scene that you can build from.  You shouldn’t really broach this until your campaign enters its final act, and should be precursored with something like, “if you survive…”.  It might even be cool to take a page out of Savage World’s interludes.  Begin a scene where all the players present their “if we survive” wishes.  Then, once the finale has been reached, you can play out those dénouement scenes.  If a character dies during the finale, you can still play those out, with the player taking the part of a surviving family member, apprentice, attache, or other hanger on.  Consider a bar full of rugby fans raising a glass to a fallen athlete.  THAT could make for some seriously funny, intense, even emotional roleplaying.

Wait, you’ve been playing Fantasy AGE?

Yes.  Don’t mistake my silence for inactivity.  And next time, I’m going to give my thoughts on Green Ronin’s flagship game engine after two years of play.

But what about you?

GM’s, what cool tricks do you employ for ending a story arc on an epic high?  What sort of pitfalls do you find yourself overcoming and how do you overcome them.  Players, what’s the coolest campaign ending you’ve ever attended?  How?  Why?  Please leave your responses in the comments.

Best. Dragon Ad. Ever.

The big house cleaning of 2021 had its casualties, even amongst its forgotten treasures. This was one of them: an ad for the Paranoia roleplaying game that graced the inside back cover of Dragon Magazine back in the 80s. But even though this page is no more, the internet is forever and so, now is this ad.

I’m not sure what issue of Dragon this was from. Definitely somewhere in the 60s. I remember as a kid reading this aloud to myself and just laughing. It’s great ad copy. I’m not sure why this ad never sold me on Paranoia. Probably because I was 13 and didn’t know any better.

The internet is happy. Don’t doubt the internet. This internet will help you become happy. This will drive you crazy.

April 1, 2019 Milestones

Today, April 1st, 2019, puts us on the eve of two events.

First, tomorrow we should learn the fate of the 7th Sea 2nd edition game, for better or worse.  No bets here, though I remain very optimistic.  If you are shocked to hear this news, I advise you to follow the link and explore the KS updates for the last year.  More on that Wednesday.

Second, tomorrow marks the termination date for Google+ and its communities, including the Witch Hunter: The Invisible World community I’ve moderated for the better part of four years now..  While it never really measured up to Facebook, G+ became a bulwark in the OSR and Indie gaming communities.  Many of those communities have migrated elsewhere, most notably MeWe.  I have not migrated the Witch Hunter community, nor do I intend to any time soon.  It’s neither active enough to encourage such a move, nor has the publisher, Alligator Alley Entertainment, shown the most remote interest in cultivating or maintaining the community around that game*.  I stand ready to resurrect the beast from the dead using any means of necromancy at my disposal.  But I see no point until AAE makes a move.  And so, the Witch Hunter community prepares to enter the Invisible World.  I hope to see it return some day.  Until then…

* Sorry, but hosting a OP event twice a year does not count.

Episode Recap: Good Knight

Our Heroes are…

  • Edward Kenway, Son of Avalon and Captain of the Jackdaw
  • Carmena Elena de Ibarra de la Luz, disgraced Castillian Naval officer and bosun of the Jackdaw
  • Milaria Beaufort, Knight Arrant of Avalon and loyal servant of Queen Elaine
  • Sebastian Valmont, wayward Montaignese aristocrat and porté mage
  • Modestas Radvilas Kelrus (Mohai), Sarmatian Expatriate and former Dragoman to the court of the Empress of the Crescent Moon.

(Captain Kenway, Carmena, and Mohai are absent tonight)

Tonight’s Spotlight Hero is…

Milaria Beaufort

Part One: Shadow of Avalon

The Three Queens tavern in La Bucca is named for the three queens of the Glamour Isles: Elaine, Titania, and Mab.  For many wayward Avalonians, it is a glimmer of home in this forsaken place.  The tavern is known for its briny stews, spicy sausages, and its barrels of ale imported from the Glamour Isles (but mostly Inishmore).  A crowd of jovial displace Avalonians can usually be found here, singing merrily along to the traditional songs of their homeland played lovingly by Candice and Richard, two minstrels who never found their way off the island.

This is why Milaria Beaufort, Knight Errant of Avalon and Queen Elaine’s Champion, has grown to love this place so much since she came to the Pirate Republic.

But tonight is different.  Tonight, most of the local patrons have fled as a gang of raucous, carousing Maghrebis have settled in.  They are no fans of the music or the musicians, but the spirits and stew seem to be to their liking.

Milaria and Sebastian Valmont sit in their cups, doing their best to ignore the obnoxious carrying on of these foreign pirates when a young, wide-eyed man in official looking dress stumbles through the front door.  He quickly surveys the room and, spying Milaria, clumsily smiles and hastens to her table.

As the young man approaches, Milaria’s eye wanders to a table set in the back corner of the bar.  A table that is always reserved for an honored guest who never comes.  But tonight, a man sits there.  Tall, broad-shouldered, with shaggy gray hair and an unkept beard.  His piercing blue eyes do not shy away when Milaria’s meet them.

The young envoy is clueless of this exchange.  He tells Milaria that Ambassador Zorita wishes to meet with her about her…problem.  Tomorrow morning, in the embassy gardens, after morning prayers.

Milaria listens, but watches the old man.  She says she will meet with the ambassador and gives the young man leave of the place.

One of the Maghrebi turns and sizes up Sebastian, then turns and makes a rude remark about the Montaignese man’s breeding and his mother to his companions.  He thinks Sebastian could not possibly understand but he is wrong.  Immediately, Sebastian’s blood runs hot.  He stands and returns the insult.  Immediately, half the pirates are on their feet, including a massive man with a large cutlass and a whip at his side.

Milaria quickly looks back to the table, but the old man is gone.

Steel is drawn.  Milaria moves to protect Candice and Richard and tells them to go fetch the proprietress! Sebastian takes to his work with glee and satisfaction.  The pirates fall before him, all but the big man with the whip.  Skilled in the Mantovani style of Vodacce, the big pirate makes the fight interesting.

As Milaria confronts her share of the pirates, the old shaggy man reappears.  He clubs two pirates heads together, gives her a wink, and is gone.

When Myrna Byrne, all 100 pounds of her, bursts furiously through the kitchen doors brandishing her cudgel, the battle is already won.  The big pirate, now sporting a wicked “SV” slashed across his chest, is carried away by his companions.  Sebastian has claimed his whip, a nice one of Vodacce make, as his own.  One last straggler stops at the door to tell the heroes in broken Avalonian: “Your Queen will soon know the taste of Maghrebi steel!  A thousand ship will be launched against her!”

His soliloquy is cut short by a sharp crack of the whip by Sebastian.

“If that lot is any indication,” Myrna chuckles, “I’ll sleep like a babe.  I’ll take one Jeremiah Berek for every hundred of those devils!”

Milaria scans the tavern for the old man, but he is nowhere to be seen.

“What man?  What are you talking about,” Sebastian says.  “That table has been empty all night.  Are you sure you’re okay?”  Indeed, no one seems to remember seeing a man matching Milaria’s description.  Tonight, or ever.

“That table,” Myrna says, “is reserved for the O’Bannon, should he ever wander to these shores to grace us with his presence.  Only he may sit there.”

“Remind me. What does the O’Bannon look like?” Milaria says.

Part Two: The More You Know

Milaria is walking through a dense tropical forest.  It is night.  Stars peek out from breaks in the canopy above.  In the distance, a voice is chanting.  Derwyddon, certainly, but his words are too distant to be known.

A thin trail winds through the foliage, leading to…a small clearing.  At the far side of it is a massive tree, about which is set a small, ramshackle cottage.  Firelight glimmers from within.  Milaria knows something terrible lives there.  And yet, she approaches the door.  Something moves within.  She touches the door and it swings open, revealing the stern face of Godric, the Pious.

Milaria sits upright in her bed.  She is soaked with sweat.  Outside the window, the first lights of dawn are spreading out across the harbor.

She remembers her dream perfectly.  Every detail.

* * *

The surgeon of the Jackdaw, a big Ussuran man named Deiman Ruikov, introduces Sebastian to two of the luminaries of La Bucca: Wynne Lynch, a Natural Philosopher, and Doctor Carlos Matez, a Castillain Boticario.  Sebastian hopes these two men can shed some light on the bottle of Falisci wine that was connected to the massacre aboard the Jackdaw some weeks back.

Unfortunately, the two men can agree on nothing, leaving Sebastian to wonder if some unorthodox form of sorcery has been employed.  To that, Josette, Lynch’s young assistant, suggests the duelist seek out Nazaret, a Castillian witch who lives in the Jenny’s Jungle near the old Syrneth ruins.  “She knows many things that are unnatural,” Josette confides.  “Bring her a gift.  Something pretty.”

* * *

Milaria is waiting in the gardens of the Castillian Embassy when the chapel bells begin to chime.  The congregation emerges ahead of the Ambassador.  Zorita smiles when he spies Milaria.  He introduces her to his chaplain Narciso Saravia.

“Tell me senorita,” Saravia says to Milaria, “are you among the faithful?”

“I serve Avalon and her church faithfully, if that is what you mean,” Milaria answers.

“Alas, but then our faith only ever reveals part of the whole.  Wouldn’t you agree?”

“Actually,” she responds, “I think faith can reveal the full measure of anyone.”

Zorita indicates it is time for the chaplain to leave, that he would speak with Milaria in private.  Saravia smiles and nods, then says to the Knight Errant, “remember, Theus loves all of us, even his lost sheep.”  Then he turns and walks back towards the chapel.

Sure they are alone, the Ambassador turns excitedly to Milaria.  “I have news,” he says. “Does the name, Baca Salazar, have any meaning to you?”  Milaria recognizes this as the name of a Castillian spy she met in Horchillo, before she and the heroes discovered that they were being played by agents of the Montaigne to perpetuate hostilities between that country and Castille.

Zorita tells her that trusted confidants from Castille have confirmed that Senior Salazar, an agent of the Atabean Trading Company, has been hosting meetings between Castillian dignitaries and certain, less reputable captains of the Maghreb.  While the details are still somewhat vague, the Ambassador tells Milaria that he has arranged a dinner meeting with an old friend who he believes can shed more light on this arrangement.  He asks her to meet him again, in the gardens, on the morrow after morning prayers.

“I hope this begins to make up for the trouble that befell you and your companions in Horchillo,” Zorita says.  “I have not forgiven myself for the part I played in putting your lives at risk.  Please tell Carmena that I hope to make things right by this.”

“Are you sure this place is safe to talk,” she asks him.

“I do not know,” he replies, “but certainly we can see anyone who might seek to listen in, don’t you think?”

Milaria agrees to meet again and the two part ways.

In the darkened shadow of the open chapel, Saravia watchs the two of them.  His eyes narrow, his mouth tight.  Knowing what must be done, he slowly closes the door.

Part Three: The Witch of La Bucca

Sebastian decides to pay a visit to Nazaret, the witch Josette told him about.  He has purchased a fine, silver mirror, tastefully encrusted with precious gems, as a gift for her services.  Together, he and Milaria set off from Sunset Haven into the Jenny’s Jungle to find her abode.

Despite a few mishaps along the way, the pair find their way through the thick jungle thanks in no small part to recollections from Milaria’s dream.  And there it was, a ramshackled, disjointed cottage at the base of a massive tree in a clearing.  The sun is low against the jungle canopy and a light flickers in the window of the cottage.  Milaria is about to touch the door when it swings open, revealing a tall, lean woman with black hair.  She smiles warmly, revealing half her face slack from palsy.

“I’ve been expecting you,” she says.  “Come in.”

Sebastian gives her the mirror and she tucks it away.  He beings produces a sample of the wine and the bottle as well, upon request.  Nazaret sticks a finger in the mouth of the bottle and sample a taste of the residue therein and spits it out on the floor.  She knows.  She knows about the demon hidden away within the vessel.  She knows its taste for blood and memory.  But these are not the things she wants to talk about.  She wants to talk about Milaria.  About the knight’s mantle she wears.  About the power residing within her — sorcerous power as old as legend.  Pure.  Intoxicating.

When Milaria expresses her desire to protect Avalon, she sees her opportunity.

“I can give you everything you need to protect your homeland from these foreign invaders,” she tells the Knight Errant.  She can.  But there is a price.  An unspoken price.  A price Milaria seems yet willing to pay.  Nazaret produces a small knife from her robes.

The sound of trees scratching at the walls of the cottage seems to punctuate the moment.

“A price must be paid willingly,” she says.  Foolish child.

Milaria takes the knife and looks to Sebastian.

“Where I am from,” he says, “blood must be paid.” Yes, blood.  And so much more, fools!

Milaria takes the blade of the knife and presses it tight to the flesh of her arm.

“I will do anything to protect Avalon,” she says, reassuring herself.

The witch’s eyes grow wide  She is so close.

The door to the cottage explodes open suddenly and a shaggy, lean, gray haired man bursts into the room.

“Don’t do it!” he shouts!

To be continued…

Running 7th Sea on Roll20

File this under This Should Be Interesting…

roll20-280px-tall

On Sunday, February 11th @ 8:30 pm CST, I will be hosting an open tutorial for running 7th Sea over the Roll20 VTT system. Anyone who is interested in checking out Roll20 or specifically running 7th Sea on it are welcome to attend. If you are a seasoned 7th Sea GM with experience with Roll20, I would love to have you join the discussion. If you are interested in attending, you can leave a message here, or send me a private message on Roll20.

You will need at least a basic Roll20 profile to attend.

Voice chat will be handled on Discord using the Explorers of Théah FB Group’s servers. So yes, you’ll need to be running both Roll20 and Discord to get the most out of the workshop.

I’m planning to quickly cover the Basics of Roll20, but then move on to how to set up the VTT to really get the most (in my experience) out of it with the 7th Sea 2nd edition ruleset.  This will include discussion of character sheets, macro design, and other topics.  I know.  You’re thinking, sexy!  But even with all that technical voodoo, I’ll try my best to keep it light and fun.

So put the kids to bed early and spend Sunday night with us!

Inside Baseball: Campaign Prep

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Time to talk prep.  As I write this, I’m prepping to begin two different games: a 7th Sea game for my regular group and an All For One: Regime Diabolique game for my library program.  Now, if you’ve been following along, you’ll remember that I’ve talked about doing things a bit differently this time around.  I’ve been trying to stay true to that experiment.  So I thought I’d give readers a window into my prep process.

7th Sea

This one has by far required the most discipline for me.  Because I want to feature the player’s stories, I didn’t want to prep too much before we had our character creation session. So instead I started by giving the players some choices in the “themes” the game would explore.  Basically, I wanted to get a vague idea of the type of game they were most interested in playing.  I needed this to begin any type of prep at all.  Théah is a big sandbox and 7th Sea is wide open to all sorts of play.They came back with High Seas Adventure and Secret Societies.  That gave me a place to start.

With Witch Hunter, I had an idea for my uber-villain, the ultimate story arch, and where I wanted play to begin (Strasbourg).  I didn’t want to do that this time.  Instead, I started sketching out some rough ideas for NPCs, using a lot of ideas from Johnn Four’s One Sentence NPCs and 3 Line NPCs.  The idea is to design some nebulous NPC concepts that can then be applied to characters the players encounter once play begins.  I scribbled down 2 pages of ideas in my notebook before realizing that very few of the concepts I had created really fit a seafaring environment.  So I took a left turn to brainstorm a collection of Pirate Town archetypes to give me more direction.  I also started drawing up some rough ideas for a handful of villains that I could introduce.

Things took another left turn while surfing GnomeStew and reading Tracey Barnett’s article on NPC Moves.  Now, I’m not big on *World or FATE games, but the idea of taking passive qualities (personality traits, motivations, etc) and turning them into Actions struck me as genius.  Basically, instead of this:

The Old Dame

  • Longs to recapture her youth
  • Loves to throw elaborate parties
  • Is the laughing stock of the local social set

…you instead have this:

The Old Dame

  • Act Younger than I am
  • Name drop and associate to elevate myself
  • Mistake mockery for flattery
  • Add invitees to the next guest list

THAT seems super helpful in portraying NPCs as unique and different and not falling into a lot of the same bad habit characterizations.  It also seems well suited to the Index Card method.  So while its not the easiest shift for me, I’m doing my best present my NPCs in these terms.

The last thing I’m doing is with my villains.  After Witch Hunter, the last thing I want is a shadowy mastermind pulling the strings.  Yes, 7th Sea has these aplenty, but to push myself I’m working to introduce bold, aggressive, in your face adversaries instead of those hiding in the shadows.

But that’s it.  I’ve tried to keep everything else to a line or two at best.  After all, the plan is to improvise a lot more in play.  The exception to this is a handful of ideas I have for a lost Syrneth ruin (DUNGEONCRAWL!  WOOT!).  But I don’t plan to dig in deep there unless my players express interest in going there.

All For One: Regime Diabolique

While I’m hoping to employ a lot of these same practices when it comes to the library game, here I benefit from more structure.  We generally have a table of anywhere from 6 to 12 teens of varying level of experience.  There is already a LOT of improvisation going on, but these kids benefit from a bit of direction…dare I call it railroading.  That is, if you open everything up to them, nothing gets done.  So here I want to have a solid hook for them to bite on.

As such, I’m going to rely on the matrix adventure design that has served me well here in the past.  I’ve plotted out the first session and followed the bread crumbs a bit in different directions.  So I’m prepared.  I don’t want to go too far, though.

Something I’m considering employing this time around are clue cards, or some tangible aid that the players can refer back to.  Maybe even something as heavy handed as Quest Cards.  There is a bit of a mystery planned, though its much less Sherlock Holmes and more 24 in nature.  So anything to help the kids stay on track will be helpful.

Beyond this, I’ll be recycling a lot of the discarded NPC concepts from the 7th Sea game who fit much more snuggly within the walls of Paris than on the open seas.  Same plan: index cards, rough concepts that can be applied when needed, and actions instead of passive qualities.

It occurs to me that having a timeline of events would be helpful here too, and help drive the action without putting the heroes on a southbound train.

Final Words

I’ll revisit all of this after about a month of play and we’ll see how it goes.  As of right now, I’m pretty happy with the results and excited to.  Both games have plenty of room to surprise me, and that’s something I desperately want right now: the flexibility for everything to take a sharp left turn at Albequorque.  Nothing is safe, nothing is too sacred, and no one will be spared.

See you next week!

Merry Christmas

Everyone has a favorite Christmas song. Here’s mine.

But these are the two that really bring me back to my childhood.

Yes, I grew up weird. Shocking.

Merry Christmas from me and mine to you and your’s, and heartfelt good wishes and hopes that 2017 is…easier on all of us than 2016 has been.

High Seas Holiday (Reprise)

What?  You thought that was it?  A bunch of ship names you could have gathered yourself?

How about I raise you one Uncharted Island Generator?

Again, not claiming sole ownership on this one.  I’ve cobbled it together from several nice resources floating around out there.  I’ve included my sources and links.  So show these guys and gals some love this holiday.  They do great work!

Happy Holidays, everyone!

 

 

 

Oh, ok.  And here’s an Anatomy of a Ship and Nautical Terms document, too.  Merry Christmas!