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7th Sea in the Real World
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<blockquote data-quote="otomodave" data-source="post: 5515913" data-attributes="member: 6667236"><p>I have played in and ran many games in Theah, and do enjoy the setting. I do really enjoy the depth of the nations as outlined in the Nation Books (the pride and joy of my RPG book collection). I have the Crescent, Cathay, and Midinight Archipelago books, but feel that more would be better. I was considering the Nyambe stuff, because I feel that an Africa is a must. I also feel that a version of the Americas is needed, like say Northern Crown. I haven't yet had a chance to get in deep on those settings, but the recommendation of Aldana Steel is a plus. But while I was considering adding all of these to make the world a little closer to the real world, I thought why not use the real world for this campaign. In most campaigns it wouldn't really be an issue, but for this one I plan a great deal of seagoing exploration, so I want all of those exciting locales.</p><p>I still do and always will love the beautiful shores of Theah, if for no other reason than Villanova lives there.</p><p>I like some of those house rules mentioned above. The extra XP only being given for awarded experience has been one I have used for awhile, since players are by nature XP greedy. I also like allowing the players to award XP. It makes it more fun for everybody. I use some modifications to the general mechanics of schools that I read on a website, but I cannot remember to whom the credit belongs. Basically, it does away with Exploit weakness as a normal school knack and instead allows you to advance on the remaining knacks plus your primary attack knack. Exploit weakness still exists, but you must earn the right to increase it by besting someone of the appropriate school. </p><p>I also plan on limiting the number of raises a person can take to the rank of the knack being used. I hope that this will encourage people to increase knacks instead of simply relying on traits. Of course, special situations may arise, but that is the life of the GM.</p></blockquote><p></p>
[QUOTE="otomodave, post: 5515913, member: 6667236"] I have played in and ran many games in Theah, and do enjoy the setting. I do really enjoy the depth of the nations as outlined in the Nation Books (the pride and joy of my RPG book collection). I have the Crescent, Cathay, and Midinight Archipelago books, but feel that more would be better. I was considering the Nyambe stuff, because I feel that an Africa is a must. I also feel that a version of the Americas is needed, like say Northern Crown. I haven't yet had a chance to get in deep on those settings, but the recommendation of Aldana Steel is a plus. But while I was considering adding all of these to make the world a little closer to the real world, I thought why not use the real world for this campaign. In most campaigns it wouldn't really be an issue, but for this one I plan a great deal of seagoing exploration, so I want all of those exciting locales. I still do and always will love the beautiful shores of Theah, if for no other reason than Villanova lives there. I like some of those house rules mentioned above. The extra XP only being given for awarded experience has been one I have used for awhile, since players are by nature XP greedy. I also like allowing the players to award XP. It makes it more fun for everybody. I use some modifications to the general mechanics of schools that I read on a website, but I cannot remember to whom the credit belongs. Basically, it does away with Exploit weakness as a normal school knack and instead allows you to advance on the remaining knacks plus your primary attack knack. Exploit weakness still exists, but you must earn the right to increase it by besting someone of the appropriate school. I also plan on limiting the number of raises a person can take to the rank of the knack being used. I hope that this will encourage people to increase knacks instead of simply relying on traits. Of course, special situations may arise, but that is the life of the GM. [/QUOTE]
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