7th Sea Second Edition Revised Quick Start Rules

I have finally had a chance to read the newly revised quick start rules for the 7th Sea Second Edition that is on kickstarter now. This is a followup on the previous pair of posts that I did on the rules (part 1, part 2), and related to the Sorte rules and the post on odds, even though I have not re-done the tests to see what the differences are. And while there are some editing gaffes in the update where the risk deals eight wounds, but then they talk about two wounds afterwards and the character sheets are not updated to reflect the new rules, I like this version a lot more Continue reading “7th Sea Second Edition Revised Quick Start Rules”

The way I understand what a raise means in the new 7th Sea

People seem to be viewing what spending the one raise to accomplish the intent of the risk as something far greater than what I see it as. In the comments on the kickstarter, I have seen lots of complaints that you never fail any task which while for the most part true (it is going to be very rare for anyone to get zero raises on a roll of any size), I find misleading because they seem to be viewing this as if this was a success in a D20 system game where as long as you succeed, you don’t have to suffer any repercussions. I would argue that this is not the right way to view it, but rather Continue reading “The way I understand what a raise means in the new 7th Sea”

7th Sea Sorte Deck Preview

I have been thinking of about the two page Sorte Deck preview rules that were released here, and while I don’t like using cards as a randomizer, there are some good bits in these rules.

I definitely would not use them as the primary randomizer, but I do like the idea of using the Major Arcana to set the special rules for a scene. There are two reasons I would not use the cards to generate the raises in the risk resolution. The first is that it will by the time you finish dealing the cards alter the probabilities too much and depending on how you deal them out it will either Continue reading “7th Sea Sorte Deck Preview”

7th Sea dice roll odds

Over the last week there has been a lengthy discussion on the 7th Sea: Second Edition kickstarter comments about the odds of getting at least one raise according to the quick start rules, and thereby succeeding at any task. Since that discussion, it was announced that there was a review of those rules and sometime this next week we would see an update of those rules. This weekend, while waiting on those rules, I hashed out a simple program that would approximate the dice rolling mechanic according to the rules as written, and calculate the odds of various numbers of
Continue reading “7th Sea dice roll odds”

Weird War I

The Weird War I kickstarter project started on Tuesday. It has already reached its funding goal, and continues to unlock stretch goals. In honor of this I thought I would put together a few links to items that I find interesting from World War I.

The first item I have a couple of links for, the underground cities of World War I, an article that talks about them is here, but there are a number of other articles about these
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Interface Zero 2.0 Intro Scenario

Notes

This is a write up for a introduction scenario that I ran for Interface Zero 2.0. I ran this for a group I had just met, and I didn’t have a good idea of what kind of characters they were going to make or what kind of play style they had. Anyway, I thought that this might be useful to someone either as inspiration for a one shot, or as an introductory session to the setting.

Hook

A local fixer calls your team with a simple job for you as an audition to prove yourselves before she agrees to use you with her clients. The job is to meet up with a courier team that just came into town and is now caught in a crossfire, and assist them in finishing the delivery of a package to a HelixTec mega corp research facility.

Continue reading “Interface Zero 2.0 Intro Scenario”

The 7th Sea Returns: Part II

This is the second post covering information found in the 7th Sea quick start rules that have been released while the kickstarter project is going on. For additional information see the first post here.

Action Scenes are declared by the GM when the players want to change the world, while they are faced with some sort of imminent danger. This danger could be from a building collapsing on them, or a gang of muggers trying to rob them. This is probably the single biggest area of concern I have rules wise. The process for an action scene goes Continue reading “The 7th Sea Returns: Part II”