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7th Sea Core Rulebook (Second Edition) $24.99
Average Rating:4.2 / 5
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7th Sea Core Rulebook (Second Edition)
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Jack S. [Verified Purchaser]
Date Added: 09/13/2022 13:49:03

Over 40 years of playing RPGs I can say without doubt that 7th Sea second edition is my favorite table top role play game of all time. It has all the best parts of parts of RPGS without all the tedious accounting work. You pick an approach to scene, chuck a fist full of dice, and tell stories.

The rules are streamlined and easy to teach. I spent most of my time with 7th newbies saying, "we don't worry about (inventory, encumberance, cash on hand, etc) in 7th Sea, if it makes sense for the story then your character has (a knife, can carry the box, can pay for dinner, etc)"

I love that I can invest a lot of time and detail in my character's story without fear that two unlucky dice rolls will kill them off. You can develop a character as the true protagonist of the tale.

Anyone looking for shared storytelling swashbuckling adventure must play this game! If you love GURPS, math, and/or making tons of individual dice rolls to drive your game you will not like 7th Sea 2e.



Rating:
[5 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Evan P. [Verified Purchaser]
Date Added: 12/20/2021 15:51:29

The 2nd edition rulebook has brought me hours of joy! In fact, I came to love the game so much I was motivated to write adventures and supplements for it.

What I love about this book:

  • Character creation is easy, engaging, and fun
  • The core mechanics are explained very well, especially the player-facing one
  • The Nations are presented in a way that brings them to life, makes them feel unique, and inspires lots of plot hooks and campaign ideas
  • The basic character builds are easy, but the flourishes you can add with Backstory and Advantages allow for endless variety.

What didn't work as well for me:

  • Some of the GM-facing rules are hard to find in the text and hard to visualize
  • Similarly, a few more examples of mechanics in action would be helpful, especially around consequences, opportunities, and Dramatic Scenes in general.

Anyway, the game's been out long enough that I can enthusiastically recommend it. My group and I got a lot of good play from this game, with more to come! I hope you'll try it too.



Rating:
[5 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Jacques v. H. [Verified Purchaser]
Date Added: 10/12/2021 07:34:14

Not a fan of how the rules are structured, especially not the inclusion of two bulleted lists that contradict each other. The ruels as written don't appear to make much sense, honestly. The artwork is great, but that's pretty much the only thing I liked about this.



Rating:
[2 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Sebastián G. M. [Verified Purchaser]
Date Added: 12/13/2020 19:38:15

A great game that uses mechanics to stay faithful to its intended genre. Want exciting chases, daring heroics and assaulting fortresses as you slip the guards in the smoke? Then this is your game!!



Rating:
[5 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by John L. [Verified Purchaser]
Date Added: 12/08/2020 11:39:23

The first edition of this game was possibly the most fun I've ever had as a player. The second edition changed a few things in the setting, which maybe didn't make it better, but didn't make it worse either; it's still an awesome setting. Swordsman schools lost some of their luster, but weren't ruined. Sorcery was retooled in some very interesting ways - if possible, it's even better than it was in the first edition. Character generation is great, and I really like the way backgrounds and advantages are presented. My biggest gripe? The core mechanic is useless. I'm a veteran gamer of the crunchy and the fluffy, the trad and the indie... and I've tried to run this game multiple times, watched APs, and googled advice on how to run it. And the story falls flat on its face whenever the dice come out. It's a real shame because they had a perfectly serviceable core mechanic in the first edition - not perfect, but decent.



Rating:
[3 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Edward K. [Verified Purchaser]
Date Added: 07/28/2019 13:31:18

Ring Side Report- 7th Sea

Originally posted at www.throatpunchgames.com, a new idea every day! 

Product- 7th Sea

System-7th Sea 2nd Edition

Producer-Chaosium

Price- $18 here https://www.drivethrurpg.com/product/185462/7th-Sea-Core-Rulebook-Second-Edition?src=hottest_filtered&filters=10101_0_0_0_0?affiliate_id=658618 

TL; DR-Great if you like story, bad if you need hard rules. 90%

 

Basics-It’s a Pirate's life for me!  7th Sea is an RPG set in a world on the cusp of the age of exploration after a massive civil war in fantasy not-Europe.  Also key to this game is its unique approach to combat and mechanics. Let’s dive into this one.

Base mechanics and rounds-Each scene in the game is divided into action and dramatic scenes.  Action scenes are high octane events where characters fight to the death against other humans or monsters!  Dramatic scenes are slower time periods where players may try to sway the king in a debate or sail a ship across the sea.  But, unlike most games where you choose an action, know your dice, and roll to see if it happens, in both scenes, you say exactly what you want to do.  THEN the GM says what attributes and skill you must use. You then take a total of 10-sided dice equal to the sum of that attribute and skill and roll them.  This is where the game becomes interesting and extremely different. you can use one or more dice that add up to 10 and that counts as a raise. Each raise is one action you can do in the scene.  Then, the GM will describe the scene where the main goals are, side goals are, possible hazards, and if any timed events are. You can can do exactly what you said you were going to do each turn with the person with the most raises going once first and continuing until his or her raises equal another player.  If you want to do something you didn’t ask the GM to do at the start, it uses two raises. Want to hurt a guy? One raise does one damage. Want to rifle through the desk? One raise. It very simple and very fast. Base monsters and humans are part of brute squads that do damage equal to the number left in a brute squad with numbers ranging from 1 to 10 numbers per squad.  Named monsters and NPCs are treated just like characters and rolling dice just the same.

Advancement-Characters advance via completing story steps.  These are amazingly subjective, but that’s an integral part of this RPG.  Every story step is one advancement and different things like skills and advantages require different advancement costs.

Magic-It wouldn’t be fantasy if the game didn’t have magic.  Magic is an advantage you can take like any other, but the different flavors of magic color your use. Some are things that require a sacrifice.  Some require a code of conduct, and some require you to build up a pool of tokens that counter your ability to do things but hurt the enemy. It's an interesting take on the use of magic, providing a diverse set of subsystems that don't break the game in their implementation.

Mechanics or Crunch-Overall, 7th age plays quickly, but it's VERY loose.  That’s its goal, but it's so loose my players had major trouble with the game.  One player couldn’t comprehend that he could just see the hidden stuff by spending a raise.  Upon being told he already rolled he rolled again and asked what it meant. It's a HARD shift for a murderhobo to join a story RPG.  I like it, but even I would like some more explanation to some of the more fluffy rules built into the system. Nothing here is bad, but it is a game that needs more than just a few quick half page explanations to show how it works. 4.25/5

Theme or Fluff-7th Sea is an amazing world.  It's fully filled out and well developed.  It's a place with lots of stories to tell as well as a lot of places to explore.  It’s got everything the age of exploration needs and all the fantasy that your average Pirates of the Carabean movie needs to tell epic high seas fantasies. 5/5

 

Execution-  PDF?  Check!  Hyperlinked?  CHECK! Great layout and ease of readability?  CHECK! What do I want? Well, honestly more. It's a pretty short PDF and the fluff part of the story is well defined.  That fills my soul with happy. What isn’t well defined is how to play. It took me way too long to see that your raises were your initiative and how you spent them one to one.  I’ve read a few of these books, so I feel that's a bit on this book. But then again, this is a solid paradigm shift. This ISN’T just reskinned DnD, so your traditional frame of reference if you came in as a solid d20 player isn’t as useful as you may think.  If you get used to thinking outside the box, you will be fine, but if you need hand holding like I do during my transition from DnD to story RPG, you might get lost a bit in this book's flow. 4.25/5

 

Summary- 7th Sea is a fun story game with less crunch than I’m used to.  My wife loved it and gravitated to it easily. My other gaming friends couldn’t handle the story based shift.  That’s the major take away-if you want more baked in story, this is the game for you. If you need more solid crunch in your game, then maybe give this one a pass.  The book is solid, if you can handle the stuff it leaves out because it's not important. If you need those pieces, then maybe just play DnD on a pirate ship. But if you can get into the flow of a story game and handle most of the game being hand-waved away because those parts are honestly not part of the story, this is a fantastic take on the pirate fantasy RPG.  90%



Rating:
[4 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Christopher T. [Verified Purchaser]
Date Added: 05/15/2019 15:59:31

This is a place holder. This gameis a great game for the heads up asap



Rating:
[5 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Carl L. [Verified Purchaser]
Date Added: 04/20/2019 14:15:24

Really glad I didn't drop money on the KS.

The game overall lacks. Period. A system. A setting that wasn't already established in the first edition. Mechanics. Any sort of flow that would try to implement what meager mechanics there are in a cohesive and rational way.

I like the Corruption page, and the map of Theah this go round.



Rating:
[1 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Matthew M. [Verified Purchaser]
Date Added: 04/03/2019 09:25:02

This is written immediately after the merger between JWP and Chaosium was announced.

If you're new to Theah and the 7th Sea, WELCOME!

For those that haven’t followed 7th Sea since it’s historic, record-breaking Kickstarter return, you are in for a treat. I’ve been running it since the quick play guides were posted online and my groups have nearly sworn off other systems entirely. If you want games in the style of Princess Bride, Assassin’s Creed, Crouching Tiger, virtually any Musketeer or swashbuckling movie or tv show, this game has you covered without modification. Nobody is useless, nobody suffers from wasted turns, and the experience system is driven by YOUR stories rather than some souless numerical bucket you have to fill.

Scrub guards that don't matter to the story, don't matter. Heroes are Heroes. Villains are truly rat bastards that get what's coming to them. There's danger, action, romance, intrigue, and more importantly, you never have to suffer for your epic: you get it act 1, scene 1. I hate writing game reviews, but for what the 7th Sea team did with 2nd edition, I have NOTHING but glowing praise. You won’t be disappointed with this purchase.



Rating:
[5 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Jared R. [Verified Purchaser]
Date Added: 05/10/2018 21:11:52

Full review can be found on my blog, located here:

http://knighterrantjr.blogspot.com/2017/08/what-do-i-know-about-reviews-7th-sea.html



Rating:
[4 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Charles E. [Verified Purchaser]
Date Added: 11/23/2017 07:37:16

As someone who adored the original 7th Sea, this feels like a return to a beloved game and a massive evolution of it. John Wick is a game designer who's made a ton of games, most of which feel like they've led to this.

Characters are swashbuckling heroes with mechanics to back that up. The nations of Theah present an interesting fictional Europe (and beyond!) with magic and myth amongst it. The setting is deep, but still ultimately about the player characters.

The previous edition had a good fictional Europe, but this version feels both more researched and more progressive, which it should be as this is a fantasy world.

The system is roll and keep (them all!) which is similar but more extreme than the original 7th Sea. Now all those lovely dice are clumped together in batches totalling 10 each. These results allow you to not only succeed at what you're doing, but select which other risks in a challenge you deal with and which don't. This level of agency of the players is sublime.

So far I've only played, but cannot wait to run this game for my group.



Rating:
[5 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Marc S. M. [Verified Purchaser]
Date Added: 04/02/2017 20:53:25

Some context first: I never player first edition so I cannot compare it with the old material (no fanboy resistance), and I backed the kickstarter.

Now, my impressions:

After reading it for the first time, my mind wasn't able to assimilate the game system. I liked a lot because it's simplicity and because it was narrative oriented, but the change of paradigm was so strong that I didn't assumed it. It was like seeing a Lamborgini Diablo and having its keys... wow, what a car but... uuuh... will I be able to drive it?? How?? I was very afraid to use the system to my players, and also I was afraid to not knowing how to use it as a game master and doing it bad.

I also disliked the lack of equipment and description of weapons, armors and tools of the setting. I had to search what a zweihander was, and seeked videos in how it is used. I think items have a personality, too, and that may affect the story. I dind't know how to manage it.

Until two weekends ago, when I played a one shot demo as a player... and I enjoyed it a lot. I was playing an Inismore Bard trying to make his friend a reputated hero... and it was the character I enjoyed the most of all characters I ever played. EVER.

So I game mastered that same adventure to a pair of friends, with pregenerated sheets: an Eisen Krieger and the Inismore Bard. I was afraid, and I warned them that the game would be a strong change of paradigm (they are players used to Rolemaster and Dungeons and Dragons).

The result was fantastic. They enjoyed a lot the game. When oportunities were first introduced, a player asked me "wait, you're telling me I can decide what happens in the scene? Seriously?". I told them "well, if it is appropiate with the story and the narrative, yes, you can". He was overjoyed, and used it to make the narrative very interesting.

They enjoyed also the combat system. When they saw that narrating what they heroes did to overcome the brute squads gave them extra dice, they enjoyed explaining the movements of their heroes... and surprisingly, they kept on doing so forgetting to claim me the extra dice: they simply were inmersed in the narrative.

I found myself comfortable with the system, with less weight in my shoulders, rules and narrative speaking, and it was easier for me to keep the story on.

When I asked the players their impressions, they insisted in how they liked feeling part of the story, to participate in the narrative and can decide events in a scene and not only reacting at what the GM throw them. They also liked narrating themselves what they heroes did and how. They asked me for another session. They want to keep playing the adventure and the game. Yay!! ^^

Now the fear is gone. The change of paradign is still there, but I am re-reading the rules and I understand them a lot more now. And the equipment? Well, the Eisen player wore a plate armor on the chest, a panzerhand and a family shield that used to narrate how his Eisen Krieger bashed some brutes to the sea... and he didn't care that there were no rules for the shield nor the armor. And me, neither.

So, I reccomend it? It depends. Want to play simulationist? Forget this game. Want crunch? Forget this game. Want tons of pages describing how to rule everything? Forget this game. You hate FATE-like systems? Run away from this game, now.

You want light rules and share the weight of the narrative with the players? Take it. Want to be narrative? Take it. Don't care about initiave modifiers and damage reductions and calculations about how difficult is to be hitted? Take it. Do you see your players as your heroes? Take it. Do you want a system that helps to focus on the history with rules oriented on helping you instead of slowing the pace of the story? Take it.

You are warned: you will love it or you will hate it. If you remember that there is a BIG change of paradigm, things will be easier.



Rating:
[5 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Maxime L. [Verified Purchaser]
Date Added: 02/27/2017 09:27:07

TL;DR: 7th Sea 2nd edition is a strange mix of old and new content which doesn't always work but looks promising.

When you hear 2nd edition for most games, you usually expect a rules update and maybe some small setting adjustments, but 7th sea took a much more radical path. The very land has changed, as we are introduced to a new map (with a whole new country) and briefly told of new continents. Some of it is welcome - many had ponted out in 1st edition how unlikely it was for piracy to become prevalent without a New World of sorts. Other parts are baffling - when you think Swashbuckling Europe, is Polish-Lithuanian Commonwealth really one of the top ten countries to come to mind? What about, say, Portugal or the Netherlands ?

Some might point at how a version of Portugal is hinted at in the Explorers Society section - but that's only what it is, hinted at. And the reason why is sadly simple - the major part of the setting section is just a rehash of 1st edition. The authors clearly have many changes in mind - and, now that Pirate Nations has come out, we can see some of these - but weren't bother to include them in the core book. And, I'm sorry to say but this just lazy. On top of this the whole history section of the 1st edition is missing, meaning you get a partially updated, not fully explained setting. A good example is "Anno Veritas", the year 0 of the Thean Calendar, which is mentioned in the introduction - and never explained anywhere. It's easy to guess even for newcomers (it corresponds to the arrival of the First Prophet) but it's still surprising not to find it explained more clearly. I think authors should have started from scratch rather than rebuilding from an edition they're otherwise trying to distance themselves from.

It's far from all bad though - for one, the book is absolutely gorgeous. It's also more inclusive in terms of sexuality and ethnicity, and the new system looks good if a bit quirky. It's just that after a record-breaking kickstarter campaign, I expected better results. Thankfully as more supplements come out I think we will see more clearly the direction the game is intended to take.



Rating:
[3 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Megan R. [Featured Reviewer]
Date Added: 02/21/2017 13:36:22

The opening fiction sets the scene for the sort of epic swashbuckling action this game inspires... indeed the cover layout, looking like a film poster, suggests the cinematic exploits the party can perform. Wit, swordplay, acrobatics, poise and sheer adventurous fun is what this game is all about!

Chapter 1: Welcome to 7th Sea sets the scene. Swashbuckling, sorcery, piracy, adventure, diplomacy, intrigue, romance, revenge, archæology and exploration all have their place in this almost-17th-century-Europe where new ideas challenge accepted dogma, lost secrets are coming to light, and dramatic swordplay carries the day and often wins fair lady too (unless she's the one waving a sword around...). There's a brief explanation of what role-playing is all about, and how the party are designed to be Heroes with a capital H - they may be rogues or rascals, they may dice with the law, but they are not evil people. We'll leave that to the Villains, thank you very much. There's a very brief overview, a summary, of major powers in Théah, the world in which this game is set, then it is on to more solid material.

Chapter 2: Théah is a glittering sweep of the world, introducing the various nations, an essay for each seeking to encapsulate the national 'spirit' - even if the concept of a nation is quite a new-fangled thing, Théah's only had them for the last hundred years or so. Culture and clothing, currency and customs, art and music and religious belief are all covered. We also learn how each nation is governed and defended, and how they get on with the other countries. It's an overview, whole books can be written about each one, but it serves well to give an idea of what each nation is about. If you are familiar with the first edition of 7th Sea, much will be familiar... but read it through anyway, this is fresh and well-written (and beautifully illustrated), and there are of course changes, some subtle others more blatant, to make this a wholly-new game in a similar setting. There's also a wholly-new nation, the Sarmatian Commonwealth, which sounds a fascinating place to visit. Here you can also read about the Church in all her various forms, pirates and privateers, secret societies and even monsters...

Next, down to business with Chapter 3: Making a Hero. You've already read about the nations, here are one-page summaries explaining what Heroes that come from each are likely to be like. You don't have to stick to them, of course, but may find yourself a stranger even in your own land if you stray too far from the expected (unless you have an exceptionally good backstory, and even then that relies on people knowing it!). Then there's the nine-step process for creating your Hero. (It's billed as eight-step, but with a Step 0 that involves coming up with a concept before you start in on the game mechanics stuff!) To devise your concept there are twenty questions to answer which should help you understand who your Hero is and what makes him tick. You may not want to answer them all, you may not choose to share the answers with anyone else, you may even change them as you get to know him better: but it provides a starting point.

Once you have a handle on your Hero, you move on to getting some numbers onto that character sheet. We start with five Traits (Brawn, Finesse, Resolve, Wits and Panache), and use a point-buy system to discern strengths and weaknesses. Next, stir in the appropriate bonus for the nation that you call your own before deciding on your background - the stuff you did before you became an adventurer. These are your past, the things you were and did. They'll give you knowledge and skills, contribute to your backstory, but they are not likely what you are now, as the game begins. Note that Sorcery occurs more than once in some of the lists you can choose from under various backgrounds. It looks odd but it's there for a purpose: if you want to be a powerful sorceror you can choose it as many times as it appears. You then pick skills, again via point-buy. There are also advantages to be purchased, they help round out the character as well as providing, well, an advantage under certain defined circumstances. All straightforward so far... then comes arcana. Consider a Tarot deck, or at least the Théan equivalent, a Sorté deck. You choose (or may draw... John Wick Presents sell Sorté decks if you want one) a Virtue and a Hubris based on the twenty character cards in the deck.

Step 7: Stories is quite unusual and rather neat. This is where you work out, with the GM, the story you want to tell with your Hero. What aspect do you want to explore? What do you want him to accomplish? You can tell multiple stories, but only one at a time. For each, you need to decide on appropriate endings (there may be more than one), and decide on the first steps that you'll take to resolve the situation. From then on in, it becomes part of the ongoing plot. There are loads of ideas and sample stories here, but the best ones are probably those that you come up with for yourself. Finally, in Step 8: Details you put the finishing touches to your character. There's also an outline of a very abstract system for determining wealth (agonising over every last penny is inappropriate for a swashbuckler, after all), and a slightly flippant section on how character wounds are handled.

Character done, we move on to Chapter 4: Action and Drama to find out how everything works in the game. Task resolution uses the character's Traits and Skills to overcome a Risk - the action taken in response to a threat, or one which has a consequence for good or bad depending on the outcome. It all starts with a situation... and like all game mechanics, sounds more complex on paper than it is once you get the dice out and try it for yourself. There are plenty of examples to help you get your head around it. The complex bit is that you roll handfulls of d10s (based on the points you have in appropriate Traits and Skills for the task in hand) and then seek to get the most Raises, or 10s... but it's not just rolling a 10, if you roll a couple of 5s, you can add then to give yourself another Raise. Raises can be used to accomplish the task, ameliorate the consequences (e.g. if you'd get a wound you can cancel it out with a Raise) or take advantage of an opportunity that presents itself. There's a discussion of how rounds work, for when more than one character is involved in whatever the Risk is (a swordfight say), and all manner of additional bits and bobs... but no 'dodges' - viewed as a bit unheroic, if you want to avoid being hit take action to get out of the way and describe that rather than saying thay you are dodging! You can fail on purpose, too, getting a Hero Point and not rolling any dice at all.

All this has the potential to make what should be a thrilling action scene horrendously mechanical. Just remember that the key is in the descriptions you give of what your character is doing, and once the group is used to the game mechanics and you don't have to think about what you are rolling when it all becomes much more fluid. When engaged in a scene other than one that produces a flurry of action, you can use a Dramatic Sequence instead - similar mechanics, but played out over a longer period, such as character actions during a party, attempting to charm or impress people. Or you may prefer to role-play this, but it does give a chance to those who maybe find it hard to come up with good lines to still have their character be impressive and witty! The chapter ends with some Game Master rules for things like handling Brute Squads - those hordes of minions villains always seem to have around - and Villains themselves as well as monsters.

Next up is Chapter 5: Sorcery. Denounced by the Vaticine Church, feared or hated by many... yet beguiling to those who seek power other than that of the sword arm. Many Théans have some kind of magic in their bloodlines, and although it is lumped together as 'sorcery' each type has its own specific rules and methods of operation. Most of it is associated with particular nations, woven deep into their culture and psyche, and most is extremely powerful. Handle with care, or you'll find yourself a Villain before you know it. There is a wealth of material here, some familiar to players of 7th Sea 1e but there is a lot of new stuff: it's more elegant and organised, more diverse, balances a blessing and a curse: that awesome power comes at a price.

Swordfighting is the lifeblood of 7th Sea so it's no surprise that Chapter 6: Dueling is devoted to every aspect of sword play. This covers the Duelist's Guild, the trade body for sword-waving folk, and the myriad of Academies where they learn their art. There are many different styles of sword-fighting, and keen fighters can learn several, mixing and matching styles to fit the occasion. Each confers a specific advantage when it comes to combat.

Next up, the other staple of swashbuckling adventure with Chapter 7: Sailing. This chapter provides information on everything from the skills needed to man a ship to the organisation of a crew and the difference between a pirate and a privateer. To get into true sea-dog mood there are nautical superstitions, then details of different types of vessel and notes on the different seafaring nations. Ships have histories too, mostly for flavour but they can confer game mechanical advantages as well. Information on carrying cargo and engaging in sea battles, as well as the monsters of the deep round out this section.

Then comes Chapter 8: Secret Societies. Most other things tend to be centred around the various nations of Théah, but the secret societies spread their tentacles across the known lands, embracing individuals of all nationalities and backgrounds who agree with their cause. Joining one confers benefits and obligations upon a character, and should never be embarked upon lightly. Characters may join a society during character creation or in the course of play if the opportunity arises. It adds loads of flavour and many ready-made opportunities for adventure.

Finally, Chapter 9: Gamemaster which opens by talking about that magical moment when a player stops talking about his character and says 'me'... and continues with ideas about how to make that moment occur in the games that you run. There are standard tropes here, the golden rule of having fun (with its rider that if someone isn't having fun, find out why and sort it out), prior preparation and planning, and the GM wearing three hats (author, storyteller and referee). These are all explained and used to provide ideas about how to run games of 7th Sea to best effect (and often will work whatever game you are running, so make for a good read anyway). There are loads of ideas for themes and plots, a look at how to take that plot idea and turn it into a well-crafted adventure and much, much more. It also touches on improvisation, character death, enforcing rules and other thorny matters. There are even suggestions for how to be mean to the characters, making the players feel that there are real risks to be taken even in a game where it's quite hard to kill player-characters off. There are ideas for handling players too, rewarding the good ones and coping with uncooperative or otherwise disruptive ones. All in all, it provides an excellent textbook for being a good GM.

Overall, this is a masterful retooling of an already enjoyable game. All the good bits of the original are here, but it's been refined into an elegant coherent package. If you want to swash your buckle in a mix of Musketeers and Captain Jack Swallow style adventuring, this is the game with which to do so.



Rating:
[5 of 5 Stars!]
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7th Sea Core Rulebook (Second Edition)
Publisher: Chaosium
by Yann E. [Verified Purchaser]
Date Added: 02/11/2017 04:40:28

Très bonne seconde édition de 7th Sea. L'article contient plusieurs PDF : deux cartes (une en couleur, une en noir et blanc), deux PDF du jeu (un en haute résolution, un en basse résolution) et une feuille de personnage.

Le jeu est lui même excellent avec un systeme qui encourage l'héroïsme et l'action.



Rating:
[5 of 5 Stars!]
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