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Sell me on 7th Sea
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<blockquote data-quote="Bayushi Seikuro" data-source="post: 6846937" data-attributes="member: 23328"><p>Thought I'd give you a quick reply.</p><p></p><p>I don't know that the rules mechanically encourage swashbuckler antics more than any other. It's similiar to L5R's rpg system - d10s, skill+trait keeping traits. Now, the GM might give you free raises/bonus damage/etc to encourage a faster looser play, but I don't feel there's anything written. Really, it's a play style and mind set I think players need to be willing to adopt.</p><p></p><p>Last campaign I played it was a cross between 7th Sea and the old cartoon Pirates of Dark Water. My character was essentially like Jack Sparrow, years before the PotC movies came out. He was both a pirate of Avalon and secretly a member of the Merchants' Guild. I remember a character being saved by another character's Synerth grappling bracer - Character 1 fell off the yardarm in the Leviathan and was falling and Aiden fired... catching the first character by the belt buckle with the grappling claw.</p><p>Doesn't take any more time at the table than anything else. </p><p>What helps with the risk-adverse cautious play is that generally speaking, you can't die. As John Wick says, you look at Count of Monte Cristo - being killed is not the worst fate a character can suffer. Capture is, imprisionment and torture is... Basically you take enough damage, you're knocked out. Yes, a villain can coup de grace you, but they 1) generally don't because they assume you're dead, 2) your crew is busy saving you etc.</p><p></p><p>Some other interesting things: Your ship has stats and traits the same as a player; your Charisma also affects how many actions you get a round (Panache ftw). There are only five traits, and there's no trait that is automatically better. There are many schools/styles from the various nations or the Pirate Nations, as well as all the secret society lore and abilities.</p><p></p><p>Definitely it's a good pick up if you like piracy. But it's also more than that. It's a world with Zorro and the Inquisition and the sidhe and Mother Russia (literally) and the French Revolution... and their version of Scandinavia is in a civil war between basically the Vikings of old and Dutch traders. So, a lot of crunch any way you want to go.</p></blockquote><p></p>
[QUOTE="Bayushi Seikuro, post: 6846937, member: 23328"] Thought I'd give you a quick reply. I don't know that the rules mechanically encourage swashbuckler antics more than any other. It's similiar to L5R's rpg system - d10s, skill+trait keeping traits. Now, the GM might give you free raises/bonus damage/etc to encourage a faster looser play, but I don't feel there's anything written. Really, it's a play style and mind set I think players need to be willing to adopt. Last campaign I played it was a cross between 7th Sea and the old cartoon Pirates of Dark Water. My character was essentially like Jack Sparrow, years before the PotC movies came out. He was both a pirate of Avalon and secretly a member of the Merchants' Guild. I remember a character being saved by another character's Synerth grappling bracer - Character 1 fell off the yardarm in the Leviathan and was falling and Aiden fired... catching the first character by the belt buckle with the grappling claw. Doesn't take any more time at the table than anything else. What helps with the risk-adverse cautious play is that generally speaking, you can't die. As John Wick says, you look at Count of Monte Cristo - being killed is not the worst fate a character can suffer. Capture is, imprisionment and torture is... Basically you take enough damage, you're knocked out. Yes, a villain can coup de grace you, but they 1) generally don't because they assume you're dead, 2) your crew is busy saving you etc. Some other interesting things: Your ship has stats and traits the same as a player; your Charisma also affects how many actions you get a round (Panache ftw). There are only five traits, and there's no trait that is automatically better. There are many schools/styles from the various nations or the Pirate Nations, as well as all the secret society lore and abilities. Definitely it's a good pick up if you like piracy. But it's also more than that. It's a world with Zorro and the Inquisition and the sidhe and Mother Russia (literally) and the French Revolution... and their version of Scandinavia is in a civil war between basically the Vikings of old and Dutch traders. So, a lot of crunch any way you want to go. [/QUOTE]
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