Good, short primer for 7th Sea?

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Good, short primer for 7th Sea?

Postby Harliquinn » Wed Mar 25, 2015 7:39 pm

Hey all, I'll be running 7th Sea for a group of people who've never played. I wanted to create a quick start set of fundamental rules of the game and thought I'd see if any of the intelligent people here had already created one?

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Re: Good, short primer for 7th Sea?

Postby Black Jack Rackham » Wed Mar 25, 2015 9:01 pm

Most often what I do is explain how to roll the dice (R&K) then explain that 7th Sea is Europe during the golden age of piracy with the serial numbers filed off. THEN I throw them into a fight (involving as much comedy as actual danger, remember that fight with Jenario?), and the rest usually works itself out.
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Re: Good, short primer for 7th Sea?

Postby Lady Grace » Wed Mar 25, 2015 9:22 pm

NO FATE WITCHES! :twisted:
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Re: Good, short primer for 7th Sea?

Postby Harliquinn » Wed Mar 25, 2015 9:45 pm

I need a writeup that I can pass out as well with the core rules. I'm thinking the Roll and Keep mechanic, how to do initiative, the different types of attacks and defenses.
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Re: Good, short primer for 7th Sea?

Postby Harliquinn » Wed Mar 25, 2015 9:45 pm

I need a writeup that I can pass out as well with the core rules. I'm thinking the Roll and Keep mechanic, how to do initiative, the different types of attacks and defenses.
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Re: Good, short primer for 7th Sea?

Postby kenderleech » Thu Mar 26, 2015 12:01 am

http://www.crystalkeep.com/7thsea/


Its a bit more info then you mention, but it is there.
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Re: Good, short primer for 7th Sea?

Postby Lady Grace » Thu Mar 26, 2015 9:38 am

Just as an FYI, there's some homebrewed stuff there.
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Re: Good, short primer for 7th Sea?

Postby Harliquinn » Thu Mar 26, 2015 10:05 am

Thanks!

Here is what I created today for the back of each person's character sheet:

Traits
Brawn: Measures your Hero’s strength and endurance
Melee Damage: Roll Brawn + Damage Value to deal Flesh Wounds
Wound Check: Roll Brawn vs. current Flesh Wounds
Finesse: Measures your Hero’s coordination and agility
Weapon Attacks: Roll Finesse + Attack Knack vs. Passive Defense
Wits: Measures your Hero’s mental sharpness and inventiveness
Active Defense: Roll Wits + Defense Knack vs. Attack Roll
Resolve: Measures your Hero’s willpower and self-discipline
Wound Threshold: Crippled at Resolve Dramatic Wounds
Panache: Measure’s your Hero’s charisma and style
Initiative: Roll Action Dice equal to Panache

-----

Actions
Roll and Keep: Roll ‘X’ dice and keep ‘Y’ dice (e.g. 5k3 = Roll 5, Keep 3)
Result: Total the values of the highest ‘Y’ kept dice
Exploding: Continue to re-roll 10’s and add together a 1 die
Simple Roll: Roll d10’s equal to Trait + Knack vs. a Target Number (TN)
Result: The total value of a number of d10’s equal to the Trait
TNs: 5 (Mundane) through 40 (Never to be done again)
Contested Roll: Roll d10’s equal to Trait + Knack vs. Opposed Trait x 5
Results: One contestant wins or highest roll in Tie wins
Raise: Every increment of 5 over the assigned Target Number (TN)
Called Raise: Voluntarily increase TN for greater effect
Free Raise: Increases the result of the Action Roll by 5.

-----

Drama and Reputation Dice
Drama Dice: Equal to Lowest Trait (Earn more with good roleplaying)
Spend: Gain a Kept Die for any Action Roll (After roll, Before result)
Spend: Immediately recover from Knocked Out
Reputation Dice: Equal to Reputation / 10 (Rounded down)
Spend: Roll and Keep vs. TN to perform a Reputation Action

-----

Combat Summary
Roll Initiative: Roll Action Dice equal to Panache
Initiative Changes: Use abilities to re-roll or assign Action Dice
Initiative Total: The sum of remaining Action Dice (Breaks Ties)
Actions: Act on Phases 1-10 by spending Action Dice of current Phase

Attacker: Roll Finesse + Attack Knack (Keep: Finesse) with any Bonuses or Penalties to the roll (e.g. Range penalties for firearms) vs. a TN equal to Defender’s Passive Defense (Defense Knack x 5)
Defender: May spend Action Dice of current Phase (or 2 Action Dice of later Phases) to make an Active Defense roll of Wits + Defense Knack (Keep: Finesse) vs. TN equal to Attacker’s Attack Roll
Damage: If Defender is hit, Attack rolls Brawn + Damage Value (Keep: Weapon Kept Dice) in Flesh Wounds
Wound Check: Defender rolls Brawn (Keep: Brawn) vs. TN equal to total Flesh Wounds taken so far
Success: Continue to track and add additional Flesh Wounds
Failure: Suffer 1 Dramatic Wound for every 20 points Wound Check failed (Compare to Resolve for Crippled or Knocked Out)
* Suffer 1 Dramatic Wound for every 10 points Wound Check failed if attacked by a Firearm


Any feedback is appreciate
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Re: Good, short primer for 7th Sea?

Postby Findanniin » Thu Mar 26, 2015 11:13 am

Traits
(Dump the meaningless definition of what the traits stand for. You'll call for them anyway, and assuming your players speak English - it's pointless.
Use bold for game terms in your description, it will give skim-readers something to find with their eyes even faster.Move these


Melee Damage: Roll Brawn + Weapon Damage (+raises). Not against Brutes.
Wound Check: Roll Brawn vs. current Flesh Wounds. Jot down if success, dramatic wound if fail.
Weapon Attacks: Roll Finesse + Attack Knack vs. Passive Defense
Active Defense: Roll Wits + Defense Knack vs. Opponent's Attack Roll
Wound Threshold: Crippled at Dramatic Wounds equal to resolve.
Initiative: Roll Action Dice equal to Panache

-----

Actions
(Results always come down to 'highest wins - beat the TN. Again, bare minimum).

Roll and Keep: Roll ‘X’ dice and keep ‘Y’ dice (e.g. 5k3 = Roll 5, Keep 3 highest)
Exploding: Continue to re-roll 10’s and add them to the initial die.
TNs: What you need to roll. 5 (easy), 15 (standard), 25 (hard) etc...
Contested Roll: Roll d10’s equal to Trait + Knack vs. Opposed Trait x 5
Raise: Every increment of 5 over the assigned Target Number (TN). Usually needs to be called in advance to be effectve.
Called Raise: Voluntarily increase TN for greater effect
Free Raise: Increases the result of the Action Roll by 5.

-----

Drama and Reputation Dice

(Isn't spending a drama die t recover from knocked out only for one action?
Sorry, been some time since I read that rule.)


Drama Dice: Start with a number equal to lowest trait.
Spend: Gain a Kept Die for any Action Roll (Can be added after roll!)
Spend: Immediately recover from Knocked Out
Reputation Dice: Equal to Reputation / 10 (Rounded down)
Spend: Roll and Keep vs. TN to perform a Reputation Action or add to a 'social skill roll' (right? or am I misremembering?

-----

Combat Summary
Roll Initiative: Roll Action Dice equal to Panache
Initiative Changes: Use abilities to re-roll or assign Action Dice
Initiative Total: The sum of remaining Action Dice (Breaks Ties)
Actions: Act on Phases 1-10 by spending Action Dice of current Phase

Attacker: Roll Finesse + Attack Knack vs. a TN equal to Defender’s Passive Defense (Defense Knack x 5)
Defender: May spend Action Dice of current Phase or below (or 2 Action Dice of later Phases) to make an Active Defense roll of Wits + Defense Knack.
Damage: If Defender is hit, Attacker rolls weapon damage (+ brawn for melee). Note: Only weapon kept dice are kept.
Wound Check: Defender rolls Brawn (Keep: Brawn) vs. TN equal to total Flesh Wounds taken so far
Success: Continue to track and add additional Flesh Wounds
Failure: Suffer 1 Dramatic Wound for every 20 points Wound Check failed (Compare to Resolve for Crippled or Knocked Out)
* Suffer 1 Dramatic Wound for every 10 points Wound Check failed if attacked by a Firearm

(Personally, I'd just fold the first paragraph into combat breakdown and be done with it.

G'luck, always happy to see new players brought into the wonderful enveloping folds of 7th Sea.
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Re: Good, short primer for 7th Sea?

Postby Harliquinn » Thu Mar 26, 2015 1:21 pm

Thanks for the tips! Will see about coordinating them!
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Re: Good, short primer for 7th Sea?

Postby salamanca » Fri Mar 27, 2015 12:18 pm

Less is more in these cases.

don't worry about covering all aspects. Just the basics of roll a trait (plus knack if applicable) and what that gets compared to. Either a target number or opposed result.

a suggestion list of what you can use drama for.

a suggestion list of what reputation dice can be used for.

instead of explaining weapon damage, just shorthand the whole thing and give them the listed damage including their stats. (we do the same thing on the completed pregen character sheets for this campaign.) That lets the player just look at the sheet during combat and see they are rolling 7k3 or whatever it may be.

the rest you can cover by telling them what to roll as it comes up (including initiative)
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Re: Good, short primer for 7th Sea?

Postby Harliquinn » Sat Mar 28, 2015 11:21 am

So a little background...

Every year I go to Napa, CA for a weekend of food, friends, and gaming. This year I've volunteered to run the game in 7th Sea (It's usually d20 D&D). I"ll be making everyone's characters (based on some things they want to do) and providing character sheets. On the backs will be a reference sheet with some core mechanics to help them out. The sheets will have all the shortcuts pre-calculated, etc., but the reference sheet is a bit of background and help. I don't mind it having a little fluff either. There will be between 10-18 people playing in 2-3 groups with 2-3 GM's (including me)

As for the game, it's a regatta scavenger hunt for Bjornsson's Horn. It's based on a few sessions of a home game I ran for a few weeks and then continuing.

1) The heroes will meet up in a tavern in Montaigne (Forget the name) where pirates, etc. meet. They will 'interview' with the ship's from Explorer's Society, Sea Dogs, Gosse's Gentlemen, Brotherhood, Montaigne Navy, and Corsairs. They will likely choose 2-3 ships to split themselves on (That's how our yearly games work)
2) The first task is dependent upon which crew they pick (to prove themselves)
3) Next they need to figure out a riddle that sends them to Canguine's Broken Compass Tavern
4) There, they have 4 tasks to finish, each relying on a different tactic in order to assemble 4 pieces of a map that will lead them near the Tree of Life in Vesten.
5) There, they will each receive a vision from meditation/smoking/something that they will have to share with each other to find the next location...

I haven't gotten further than that, but I want to send them to Eisen and potentially Castille and finally I think it will end in the Archipelago for the Horn's retrieval.

All the while, both the Vesten Raiders will be trying to stop the various teams and of course Reis is going to be after this artifact as well but not in the way everyone else is :)

Any cool ideas are welcome :)

John
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Re: Good, short primer for 7th Sea?

Postby Black Jack Rackham » Sat Mar 28, 2015 3:13 pm

Wow, that is a LOT of adventure for a 3-day weekend. Is this to be nothing but gaming (oh and how do I get a spot at the table ;))?
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Re: Good, short primer for 7th Sea?

Postby Harliquinn » Sat Mar 28, 2015 3:30 pm

It's actually for 1-day for about 8-10 hours.

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