So you are cancelling you Dullards & Dumpsterfires subscription and are wondering what to play next. If you in the mood for an entire change of pace I recommend 7th Sea Second Edition from John Wick/Chaosium (https://www.chaosium.com/7th-sea/)
Imagine a RPG where your characters are special, heroes, the center of attention. Are you tired of writing pages of backstory and getting in touch with your PC’s mind and soul only to be standing in the wrong place at the wrong time and roll a 1. We all love our DM/GM/Judge for running games but who hasn’t missed a plot important roll and watched the story moving a direction that wasn’t fun. Do you want more agency? Would you like a more cinematic style game? Are you sick of math?
Full disclosure time: There are three modules for sale for this system on DriveThruRPG with a fourth entering play testing in early 2023. It is my FAVORITE system of all time (over my 40 years of playing TTRPGs) I will present some of the negative aspects of this game in my recommendation, but I am biased and I don’t care. You have been warned.
7th Sea 2e creates opportunities for all the best parts of TTPRGs to happen and cuts out all the accounting, minutia, and rolling constantly for every possible activity that might incur a minor story change. Your PC is the hero. You have a story to tell and the GM paints the backgrounds for that story to unfold. You work together with other players and the GM to build a combined narrative where those oh so memorable things happen that your group talks about for years after the game’s over.
This game is probably as far away mechanically as it gets from 5e and other d20 systems. The GM sets a scene. Describes the who, what, where, and why. Also pulls back the curtain a bit and lets the players know what’s supposed to happen at the end. Players declare “an approach” using their attributes and skills to build a dice pool. You chuck a mittfull of dice and based on how well the player rolls they change the outcome, create something new, solve a mystery, gain treasures, or any other one of the infinite possibilities that players will think up.
This is one of the biggest challenges for 5e players moving to play 7th Sea. Agency. My musketeer is at a costume ball guarding the marquess because she is wearing a priceless tiara tonight. Thieves are going to try to steal it. The player spends the night dancing with many party goers looking for people who don’t belong and when he finds the thief he twirls her over the balcony railing into the waiting patty wagon to haul her to the dungeons. Another party member is going to keep watch and help the musketeer pick the right dance partners.
At any point during this dice rolling the player could fail and the plan would fall apart. You may drop into a standard combat with the thief which ruins the party and creates a headache for the DM who now has to think out how the story changes.
Players have to make all of those rolls in order to save the marquess and then the DM has to figure out how to expose clues that may (or may not) lead the party to the plot against the marquess.
Probability being what it is the DM will have to contrive some other meeting or reason for the party to come in contact with the conspirators and then hope the players don’t roll poorly.
The game is much closer to board games like Atlas Games Once Upon a Time or Smirk and Dagger’s Before There Were Stars. Players have to enjoy storytelling and GMs have to be comfortable with sharing the narrative. You will not like this game if you enjoy a more traditional listen, roll, react style of play.
Character progression is based on a person story with a number of steps to achieve a goal. It’s all very planned out and the player knows what needs to happen to progress. You don’t get XP for being violent and you don’t hit some magic threshold then get a menu of cool new tricks. You want your character to develop better social graces to overcome growing up on a farm so you plan to increase your Panache trait, so you and GM work out the steps you’ll need to do to accomplish it. That makes way more thematic sense versus “I’m done spearing 31 kobolds in the forest and *poof* I now can cast a new spell.”
Encumbrance, inventory, penny pinching, resting, all the game slowing mechanical stuff required in a 5e style game. Forget it. You are a musketeer in the service of the marquess. You probably have a sword, a musket, a uniform, a place to sleep, and ate a nice breakfast. There’s no requirement in 7th Sea to simulate all the mundane boring tasks associate with just being alive. You also do not need to stipulate exactly all the things you are doing to ensure you have the right equipment. Maybe for heightened drama the GM will say your musket is across the room or you forgot the key you need to enter the room. These are exceptions to enhance the game versus the oh so common “well you didn’t say you put torches in your bag so you stupidly walked 4 miles to the cave and then 200 feet into the darkness before you realized you were missing 6 torches…“
This is a narrative game with scenes like a movie. Each scene progresses the story. It plays much faster than a 5e game. You roll one handfull of dice and use raises to achieve an outcome. Combat/action scenes may let you roll two or three handfuls of dice, but that’s it. You’re not going spend 2 hours rolling the outcome of a 2 minute bar brawl. Just like in the Austin Powers movie henchmen without name tags are easily dispatched. A single raise takes them out. Other systems would have you track the AC, HP, and other stats for Nameless bar parton #2. NBP#2’s only function is to get punched out and give the PC some XP. He’s a speed bump and does not deserve all the accounting and stat track and die rolling. In 7th Sea we pick Brawn+Brawl roll our pool, make raises, spend them to dispatch goons. Done. A 2 minute bar brawl takes 2 minutes IRL. You don’t get enough raises to beat the goons you can try again (after taking wounds) or call it a scene and get tossed out of the bar.
As a GM you plan a session for a few scenes. You and your players craft the story that unfolds in the scenes. You can leave it on a cliff hanger if you like. I enjoy doing that to my group. It has an easy on/off ramp that help players acclimatize to the game. Some 5e games I’ve played we stopped in the middle of round 5 of combat with many more rounds to go. It’s harder to get back into the game and get excited about what’s happening. Try pausing the Witcher in mid-fight and return next week to press play again.
7th Sea Second Edition was once the most supported Kickstarter in history. It has been sold to Chaosium and is still being sold/supported. It does not get the love it deserves on the convention scene. There is an Asian expansion that is soon to be printed and there are several hardcover/pdf splat books that offer more background material on the setting and named NPCs who do get stats (vs poor NBP#2 above)
The setting is a Western European Earth allegory in the Renaissance period with a slightly more enlightened central church, magic, and a long lost/dead advanced race as evidenced by ruins and artifacts. Fiction that will help you get into the mood/setting includes: Alexander Dumas (Three Musketeers, Man in the Iron Mask) Robert Louis Stevenson (Treasure Island) Sabatini (Captain Blood) or watch The Prince Bride and Pirates of the Caribbean.
The nations are all fairly close to their real world companion. Ireland = Innish, France = Montaigne, Italy = Vodacce. You won’t need to read thousands of pages of lore to get a feel for how to portray a Castillian (i.e. Spanish) swordsman seeking revenge for his murdered father.
There is enough material in the core rules to build and play characters. The extra books give more depth and background. You get more material to work with building your back story and planning growth stories. Some of the books open up new lands (Africa, the Caribbean and the New World) You do not need the extra books to play but they can be helpful.
I warned you that I’d be glowing and gushy and all fan-boi about 7th Sea. The down side? None! Oh okay. There is a missing element of risk in this game. That 1 you roll that kills off a character with an eleven page backstory in the first 10 minutes of play does add risk for the roll and make it more visceral. That anxiety around meaningful rolls is missing in 7th Sea. You will plan out your characters end/death with the GM during session zero. There are ways for the GM to kill you. They are not easy mechanically requiring a lot of circumstances to take place. So that’s #1, it’s a mostly risk-free game.
Player agency works well with players who want agency and wish to add to the story. If you have passive players who do listen-roll-react this game will not be fun. Those people engaged with the story will be constantly dragging the L-R-R player along because the later won’t be contributing creatively to the story. No group is 100% creative/active/engaged every session, but a few folks at the table besides the GM need to be creative and engaged. #2 L-R-R players will be unhelpful playing scenes
#3 is alpha gamers. If you have a growth story and need to sail on a ship as a step in your story and you are an alpha… You’ll spend your raises and drag the story away from a common goal or out of the GM’s planned space. This can fragment a game. It’s a task the GM has here that is not present in other games. Crafting scenes that can satisfy a few characters stories and move the overall story along.
Magic breaks the game by design. From the mouth of the maker (John Wick) he built the game that way. Magic should be this amazing culminating moment of the story. Firearms are also not mechanically correct in the game. Same situation as magic, Mr Wick said he wanted that tense moment when a pistol gets drawn and pointed to be a severe and dramatic moment.
Even before the OGL idiocy I was telling people about this game and I stand by my previous declaration: EVERYONE SHOULD TRY THIS GAME at least once. You can see the game played by the author on YouTube (search: Starter Kit 7th Sea) and download for free the 7th Sea quickstart from the Chaosium web site. This is the best game for creative groups who like telling stories together without becoming part time accountants and mathematicians.
There’s a lot of churn and chop in the TTRPG industry thanks to Wizards of the Coast/Hasbro trying to change the foundation of the Open Game License. There’s a lot of coverage on lots of web sites about this. If you need more background, check out the Youtuber DndShorts at https://www.youtube.com/watch?v=J4kGMsZSdbY
My opinion:
The game Dungeons and Dragons has been in a toilet spiral since the fourth edition and WotC is still trying to migrate the TTRPG game to a video-game style of play. 5e was an attempt to stifle Paizo and other companies who were trying to fill the space of table top, paper and pencil, printed book games. Now in the 2020s WotC thinks they can try this again with software (video-game engine VTT with AI DMs) and XboxLive/PSN style subscription fee for pdf over printed books. In order to make this transition complete WotC/Hasbro needs to make the traditional TTRPG market place undesirable and that means doing away with 3rd party content and making home-brew content difficult to use in the new setting.
My prediction:
How will this all play out? Badly for Hasbro. There is already an entire industry pushing out solo role playing experiences using video-game engines. There’s another entire industry pushing out team based playing experiences. Assassin’s Creed to Horizon Zero Dawn, Grand Theft Auto to World of Warcraft. In fact some of those video games produce paper and pencil TTRPGs. Why make a TTRPG out of Sea of Thieves or add a Conan Exiles source book to the Conan TTRPG?
Because people WANT to sit around a table (physically or virtually) with other people and IMAGINE. They want to tell their own stories using an intellectual property that they love.
In Conan Exiles you cannot talk to the dragons on the map. They just bite you. Wouldn’t it be lovely to have a chat with them and find out why they sit in ruins at a bottom of a hole in the desert surrounded by undead hyenas? Perhaps they are lonely and doubtless annoyed with all the yowling dogs.
The silver lining
Just like the birth of Paizo during the 4e idiocy we will see a birth of something new as a result of this OGL/One D&D idiocy. Some of the vendors who are committed to printed books and paper and pencil will gain market share. Games that should be household names (7th Sea, Dungeon Crawl Classics, Savage Worlds, etc) will fill the void left when DnD becomes as half-assed quasi-MMO with no player agency and stifling IP rules and the players just wander off.
That’s WotC/Hasbro’s silver lining here. The public outcry is a gift. If they had just rolled out One DnD they have just faded into obscurity with other niche MMOs. WotC/Hasbro here’s your chance not to suck…
Some updates for Gamemeisters’ fans….
There’s a new Explorer’s Society module in the works based on a Lefanu story (no not Carmilla) that is entering play testing soon. It will be a true 7th Sea single shot with only four main sequences/scenes and set a of pre-generated heroes. My hope is that people see it as an easy on-ramp for the BEST TTRPG game. Keep an eye on DriveThruRPG.
The underdark wandering Von’Gleas is at it again and musing poetic about our favorite dark elves. Look for another installment of our crafty wizard’s travel journal as he moves in dangerous circles. He may even shift dimensions and explore other dark elf lands…
Did a ton of shopping and chatting at GenCon. Nothing ready for prime time yet…
Gamemeisters is proud to sponsor Red Hoodie Games at the Vermont scifi & fantasy expo this weekend (23-24 April) head over to the Champlain Valley expo and see Red Hoodie content and play a scene from The Painter & the Pirate.
A kidnapping and a chase brings the heroes to the dark and mystical mountains of Eisen where they must confront an ancient horror. Can they rescue the victim? Can they stop the evil plot of a creature who’s lived for centuries?
You and your 7th Sea second edition group can find out. This is the last installment of the Tale of Art, Love, and Fear story arc now available for purchase at www.drivethrurpg.com
So normally this is where I’d post my GenCon haul and talk about the ones that got away or the ones that other people stood in line for and didn’t tickle my fancy. Alas with the shift in schedule I was not able to make it to GenCon. I didn’t even make it to Indy. Last year I took a trip to Sun King Brewery in downtown Indy because I was so bummed out that the con was cancelled.
I did poke into the web site and the discord a few times during the convention but it’s not the same. I wish there was a consolidated place for vendor announcements, like a discord channel that’s only for “Hey check out the new blah blah blah from narscholb enterprises <link to product>”
It’s one thing to wander the exhibit hall and talk to the vendors and see what’s for sale, but online I get lost in the chatter. Boardgamegeek had a good post about things announced, that’s where I watched for things.
This was the very first online GenCon. It was sad not to attend the best four days in gaming live and in person. I think that the on-line experience that was put together in such a short time was good. It felt like GenCon when I was watching Twitch streams or browsing in the virtual exhibit hall.
The virtual exhibit hall was brilliant. Who ever came up with that presentation model deserves many accolades. It was chaotic and packed with places to visit and companies to explore. It was a good approximation for being in the hall. Websites and Youtube videos are not the same as walking up to the booth and seeing and touching the products and I prefer playing in demos more than watching them. So please don’t go virtual with the exhibit hall when this unpleasantness is finished.
The up shot was I finally got to visit every booth in the hall. It took a few days but I clicked through every link. I did not once get smacked by backpack or delayed by the obese.
I did not get sore knees or feet and my wallet is not as light as in past years. I did make a few purchases and I did manage to get to Indy for some Genevieve.
It was also a good introduction to my friends who cannot stand crowds or get the time/resource to get to Indy for the show. Now they have a taste of what it’s like. This was a good demonstration of GenCon but the real thing is so much more.
This summer I had planned on going to Origins and skipping GenCon and then life happened and I was in Vermont in June and busy. This August I find myself in a position to get to Indy for the best four days in gaming, so why not.
Getting into the GenCon mindset this late in the game has introduces some challenges. I haven’t been following the normal YouTubers or really paying attention to the BGG GenCon preview forums. I am far too late for any of the exclusive content from Fantasy Flight (Thanks FF for artificial scarcity, Not!) so that’s one less thing to try and schedule. Most of the events I like to attend I’ve gotten into (What’s new at publisher X seminars mostly.) Now I need to spend a few nights working out what games look good and what games I might need to put on the must buy list. So far that list only includes Goodman Games DCC Lankhmar.
The PDF files for the recently concluded Traveller T5 3 big black books have been released to backers via drivethrurpg. I’ve read through Book 1 and here are my initial impressions:
Wow. It feels like the little black book. These PDFs are visually similar with a simple black and white presentation and a writing style that is concise and focused. For modern RPG people this will be a very different experience from the glossy full color pages with rules explained in great detail in multiple sections. I have started on Book 2 and the same feel and style are consistent.
One of the reasons I’m a fan of Traveller is that the game is imbued with science. The science fiction theme is an obvious reason, but the game system uses a base 33 numbering system (Original aka Classic Traveller uses hexidecimal) to represent stats for players, monsters, planets, and vehicles. The rules include mechanics for things like item quality and durability. Something lacking in most other RPGs. I’m D&D I can just wander around stabbing and slashing with my short sword adventure after adventure and never wonder about it breaking or needing to be sharpened. If I wander into a town and the blacksmith is making swords there’s no reason to upgrade from what I have because a short sword is a short sword is a short sword in D&D.
In Traveller that’s not the case. I have a cutlass that I’m using in an adventure and I stop in at a space port with a higher tech level than the planet where I bought my cutlass I can compare QREBS scores and see that the new carbon fiber aluminium cutlass is lighter and more reliable that my old steel one. QREBS includes quality, reliability, ease of use, bulk, and safety. Objects get a score and the referee and players can use this value to determine what equipment is good and if you have to use that chainsaw with the low QREBS score what may happen to you…
Having metrics and mechanics for things like planetary composition, item quality, and space travel that are based on physics and realism creates the impression of a science based game for me. I’m sure others may find the system overly nit-picky.
Book 1 does not have a lot of fluff and feels like a series of tables connected together with prose and examples in key places, but in general the book does not do a good job of explaining some basic rules clearly. I could not find character death rules in the book. In the combat chapter somewhere near the assigning damage rules you would expect to find a sentence or two about how to handle character death. There isn’t one. There is a rule for assigning damage and then a rule for assigning massive damage (nuclear explosion, decompression, vehicle impacts) and then a mention that if all stats are reduced to zero you die. I felt like that should have had its own paragraph.
As I continue working through the PDFs I find myself thinking about writing software to implement some of the tables and help with the game mechanics. I find this very thematic and yet another reason while Traveller is my favorite Sci-Fi game. I can see how that sort of mathy experience could be off putting to people used to some of the more modern RPGs.
The new Pathfinder Adventure Card Game core set arrived at the house yesterday. I broke it open and read the rules. The rule book has an excellent section for those of us who have played this game a bunch to highlight the new rules and some of the changed terminology.
Tonight I tried the starter adventure a few times with one character and it did not go well. These are some of the changes:
One thing I was hoping to change was the text size. The art is good and the boarders and colors are nice, but for a card game that is text heavy using a larger font would have been extremely helpful. I have had one friend say they will pass on the game due to the small text size.