7th Sea Hits Kickstarter

John Wick bought the rights to his 1999 7th Sea roleplaying game back last year with the intention of releasing a second edition of the game. That new edition has just hit Kickstarter with a bang - $66K in under an hour, more than double its funding goal. "John Wick brings 7th Sea back in a 300-page, full-color, hardbound book. Revised rules, revised Nations, updated for the 21st Century." John Wick is, of course, an international assassin who goes on a revenge spree after some Russian criminals kill his dog. No, wait, wrong John Wick.

John Wick bought the rights to his 1999 7th Sea roleplaying game back last year with the intention of releasing a second edition of the game. That new edition has just hit Kickstarter with a bang - $66K in under an hour, more than double its funding goal. "John Wick brings 7th Sea back in a 300-page, full-color, hardbound book. Revised rules, revised Nations, updated for the 21st Century." John Wick is, of course, an international assassin who goes on a revenge spree after some Russian criminals kill his dog. No, wait, wrong John Wick.

7srulebook.jpg

There's already a Quick Start PDF, which backers get free access to immediately. You get two PDFs - an adventure called Long Live the Prince!, and five pregenerated characters. The adventure is 33 pages long, and includes basic rules. The Kickstarter itself offers the hardback for $60, or the PDF for $20.

What's 7th Sea? Well, it's an RPG by John Wick, originally released in 1999. In Wick's own words, "7th Sea was a game inspired by the works of Alexandre Dumas, The Princess Bride, and other novels and movies of high adventure, and it played fast and furious, emulating the pace we've come to expect from movies such as Captain Blood, The Three Musketeers, and Pirates of the Caribbean." The setting, Theah, is very similar to 17th Century Europe.

The 2nd Edition of 7th Sea (the one being Kickstarted now) is the 3rd most anticipated RPG of 2016.

Wick himself is no stranger to controversy. He recently told us about how Tomb of Horrors is the "worst, &#@&$&@est, most disgusting piece of pig vomit ever published". A couple of years ago, he created widespread internet arguments when he stated that "The first four editions of D&D are not roleplaying games."

You can find the 7th Sea Kickstarter here.
 

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doctheweasel

Explorer
With all the unlocked material, backing it is such a great deal. $60 gets you the physical core book, as well as PDFs of the core + the first SIX supplements (around 200pg. each), along with electronic versions of maps, novels, villain and hero cards, and a city supplement.
 



Nikosandros

Golden Procrastinator
But seriously, I liked 7th sea a lot and I'm glad it's making a come back. And the Kickstarter has already almost reached half a million with a month to go!
 




aramis erak

Legend
This is the same system that Legend of the Five Rings uses or am I thinking of another setting?

1st edition was a VERY close relative to L5R.
2nd edition is mechanically rather different, judging from the QS.

Brief flowchart

  1. Player declares intent
  2. GM declares consequence(s)
  3. Player assembles pool of d10's from Stat + Skill
  4. Player rolls pool
  5. Player counts raises
  6. Player uses raises to buy success and buy off consequences
  7. Player and/or GM narrates results based upon success effects bought and consequences bought-off.

A raise is a number of dice that count a sum of 10-19 points. (At 20, you break it into a raise and building a second raise.)

So, let's say joe has 5d10 of skill pool, and rolls 1 3 5 8 10... he organizes them as (10) (8+3) and (1+5)... the 1+5 is only 6 so not a raise. On a later resolution, he rolls 9 9 9 9 9 ... he organizes as (9+9) (9+9) (9)... again, 2 raises. Later he rolls 1 1 1 6 8 , and organizes them as (8+1+1) (6+1) getting a single raise..

The minimum pool for competence is 3d...

For comparison...
1st ed was
  1. Player states action
  2. GM calls for a roll and sets a TN
  3. player assembles pool of d10's, including how many will be kept. IIRC, it used roll (Stat+Skill) keeping (stat)
  4. GM narrates success/failure based upon total on kept dice and TN, and the resultant raises; raises = (∑(kept) - TN)/5
 
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