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The Drunk and the Ugly => Show Discussion => Topic started by: luffy316 on July 01, 2016, 06:57:38 PM

Title: 7th Sea and other magical piratey things question
Post by: luffy316 on July 01, 2016, 06:57:38 PM
so given little knowledge of history and even less about 7th Sea, had a few questions about the parallel countries. I'm assuming the time period is a bit early for the American colonies to be a thing, but is there a magical pirate equivalent of Australia?
Title: Re: 7th Sea and other magical piratey things question
Post by: Syn on July 02, 2016, 08:52:46 PM
Not really. Outside of the main countries and the little ones they threw in later, everything is pretty cut off by unfavorable seas.
Title: Re: 7th Sea and other magical piratey things question
Post by: Sabwones on July 03, 2016, 10:01:56 AM
Actually, I'm not hugely certain but I think the Kickstarter for 7th Sea added a bunch of new civilizations as stretch goals.
Title: Re: 7th Sea and other magical piratey things question
Post by: QueenAelin on July 04, 2016, 07:11:17 PM
It did! but they aren't in the 2nd ed main book. They will get their own supplementary books in the coming months after its release in August/September.  The main 2nd Ed DOES have the Sarmatian Common Wealth though as an additional group int he main players guide. When they do release 2nd ed will have Native Americans, "New World", South America, Caribbean, North Africa at least but I think most of it, Istanbul/Constantinople for the Crescent Empire. And that's just what I remember off the top of my head. But in our game of 1st ed. there are more limited resources outside of Thea.
Title: Re: 7th Sea and other magical piratey things question
Post by: QueenAelin on September 06, 2016, 05:22:38 PM
(https://67.media.tumblr.com/a613f8c4aad569b1cf1bca9e83c8b390/tumblr_od3si8tIgt1ugxo4yo1_540.png)

guuuyyyssssssss

i won a giveaway on tumblr and i got fanart of Francesca !!!! I love her so much

http://askeletonteaparty.tumblr.com/post/150047598733/giveaway-prize-for-queen-elayne-sedai-original (http://askeletonteaparty.tumblr.com/post/150047598733/giveaway-prize-for-queen-elayne-sedai-original) <- link to tumblr post
Title: Re: 7th Sea and other magical piratey things question
Post by: CanaryBlue on September 06, 2016, 06:45:01 PM
Molta bella, amica!
Title: Re: 7th Sea and other magical piratey things question
Post by: QueenAelin on September 09, 2016, 12:24:29 PM
(http://i63.tinypic.com/33d8qe1.png)

I colored it
Title: Re: 7th Sea and other magical piratey things question
Post by: luffy316 on September 09, 2016, 06:57:23 PM
fucking adorable (until my screaming hatred of spiders kicks in)
Title: Re: 7th Sea and other magical piratey things question
Post by: QueenAelin on September 09, 2016, 08:00:01 PM
I don't like spiders either personally? but tarantulas are apparently a lot like cats? So i think of them as poison cats and things are better in my brain
Title: Re: 7th Sea and other magical piratey things question
Post by: Sabwones on September 10, 2016, 01:12:42 AM
From experience, Tarantulas are actually fairly chilled out provided you're calm around them. They usually enjoyed clambering over my arms as a lad.

Never got to handle my Dad's Goliath spider, but it was pretty slow from what I remember. It's the little ones that tended to be more skittish and unpleasant.
Title: Re: 7th Sea and other magical piratey things question
Post by: Ninjaguiden on September 10, 2016, 01:22:23 AM
Really cool fanart, it's always interesting to see how others imagine characters in audio medium.

Regarding spiders I'm not as a afraid as some of my friends but I do get creeped out when smaller and more spindly ones get too close to me. I endevour not to kill them though since I know they keep other bugs out.
Title: Re: 7th Sea and other magical piratey things question
Post by: Nayt on September 10, 2016, 03:12:18 AM
Never got to handle my Dad's Goliath spider, but it was pretty slow from what I remember. It's the little ones that tended to be more skittish and unpleasant.

Your dad had a goliath birdeater as a pet? That's fucking awesome.
Title: Re: 7th Sea and other magical piratey things question
Post by: Sabwones on September 10, 2016, 03:22:49 AM
Amongst other things, including a hawk, chameleon, various dogs, cats, rabbits, pigs, ducks and probably some other things I'm forgetting.

At the moment it's a hueg German Shepherd and a tiny Pomeranian who somehow get along famously despite one being quite capable of accidentally inhaling the other.
Title: Re: 7th Sea and other magical piratey things question
Post by: CanaryBlue on September 10, 2016, 09:46:41 AM
Amongst other things, including a hawk, chameleon, various dogs, cats, rabbits, pigs, ducks and probably some other things I'm forgetting.

At the moment it's a hueg German Shepherd and a tiny Pomeranian who somehow get along famously despite one being quite capable of accidentally inhaling the other.

Dude my mom owned a pet store and I didn't have some of these.

Did have a 25 foot long python, though. I loved that snake.
Title: Re: 7th Sea and other magical piratey things question
Post by: Nayt on September 10, 2016, 11:08:32 AM
Amongst other things, including a hawk, chameleon, various dogs, cats, rabbits, pigs, ducks and probably some other things I'm forgetting.

At the moment it's a hueg German Shepherd and a tiny Pomeranian who somehow get along famously despite one being quite capable of accidentally inhaling the other.

Your dad is baller as hell, man. What was it like keeping a hawk, by chance? I can only imagine how difficult that would be.
Title: Re: 7th Sea and other magical piratey things question
Post by: Ninjaguiden on September 11, 2016, 12:48:09 PM
Halfway through the latest episode and I was just wondering what Kevin meant saying he made a "crippled" character? Did he spread his focus too much between the porte magic and the sword skills?
Title: Re: 7th Sea and other magical piratey things question
Post by: Sabwones on September 11, 2016, 02:39:00 PM
Ninja: I think that's what he meant. If I recall correctly 1st Edition had a lot of potential for less seasoned players to wind up creating characters who had a lot of skills, but couldn't maximise their usefulness. 2nd Ed boiled that all down significantly.

Your dad is baller as hell, man. What was it like keeping a hawk, by chance? I can only imagine how difficult that would be.
She was very interesting. We had access to a lot of open farmland that a friend owned, so we got to work with the glove and lure, although I was scared shitless pretty much 90% of the time.

I much preferred the pig. Even when he very nearly ate my little brother.

Ah, good times.
Title: Re: 7th Sea and other magical piratey things question
Post by: UnitOmega on September 11, 2016, 05:28:05 PM
Yeah, in the original 7th Sea, it's a pure point-buy game, and buying both a Swordsman School and a full-powered Sorcery is very expensive point-wise, without even getting into special advantages (like Kevin's sword), buying up your stats and other things. It's not-helped that the way "skills" and knacks work is also a little convoluted - but it basically means that while he's really badass and cool, it's a huge bitch in points for Kevin's character to both diversify into non-Swordsman or Sorcery related things and also improve both of those qualities.

2E is a lot more forgiving in that regard, you could be a Duelist who is also a sorcerer and could even have an additional background/history on top of that, and be even more spread out, and still be pretty good - but its much more narrative focused and less mechanically fiddly so it's not as big of a deal anyway.
Title: Re: 7th Sea and other magical piratey things question
Post by: QueenAelin on September 11, 2016, 05:49:12 PM
Yes. this is why if you look at Chesca's sheet? She has tons of skills that are never used but were useful enough that they COULD have come up? I didn't even buy a sword school and felt strained dumping everything into Sorte
Title: Re: 7th Sea and other magical piratey things question
Post by: QueenAelin on September 19, 2016, 05:56:46 PM
https://youtu.be/i8ju_10NkGY (https://youtu.be/i8ju_10NkGY)

talk like a pirate day
Title: Re: 7th Sea and other magical piratey things question
Post by: Kevin on September 23, 2016, 10:17:25 PM
Halfway through the latest episode and I was just wondering what Kevin meant saying he made a "crippled" character? Did he spread his focus too much between the porte magic and the sword skills?
Yeah, in the original 7th Sea, it's a pure point-buy game, and buying both a Swordsman School and a full-powered Sorcery is very expensive point-wise, without even getting into special advantages (like Kevin's sword), buying up your stats and other things. It's not-helped that the way "skills" and knacks work is also a little convoluted - but it basically means that while he's really badass and cool, it's a huge bitch in points for Kevin's character to both diversify into non-Swordsman or Sorcery related things and also improve both of those qualities.

2E is a lot more forgiving in that regard, you could be a Duelist who is also a sorcerer and could even have an additional background/history on top of that, and be even more spread out, and still be pretty good - but its much more narrative focused and less mechanically fiddly so it's not as big of a deal anyway.

That's it exactly.  I had fun, though.  The one thing I still really had going for me was panache.  I couldn't do things well, but at least I could fail at a lot of things every turn.
Title: Re: 7th Sea and other magical piratey things question
Post by: luffy316 on December 16, 2016, 11:23:47 PM
so in the latest 7th Sea with the soul-gem that possesses people, why was Francesca immune to them? witch powers?
Title: Re: 7th Sea and other magical piratey things question
Post by: Syn on December 17, 2016, 01:36:32 AM
She wasn't, actually! I rolled randomly each time one of them interacted with a gem, since not all of them contained entities and they required proper eye contact. So when francesca rolled lucky, i pulled her aside and said "dont worry, im just messing with them." And when when it finally came up unlucky, I told the player the bad news.
Title: Re: 7th Sea and other magical piratey things question
Post by: Ninjaguiden on January 01, 2017, 07:25:28 AM
So am I understanding it correctly that there was an entire play written up this session? Because even if it's just a general structure that's still awesome improvisation. This campaign really has come into a great place with the later episodes, can't wait to see more.

Also Charlie, Funny Valentine should have been the third choice this election
Spoiler: show
(http://i.imgur.com/fvw1K78.png)

Title: Re: 7th Sea and other magical piratey things question
Post by: Syn on January 01, 2017, 11:55:09 AM
Nope, not a thing was written ahead of time, except the general palace setting and that there was a play at all. Full marks to the crew for making it a memorable scene. Thanks for the post though, it's really encouraging to get feedback! 7th Sea is kind of my nostalgia system, so it's always great to hear how other people are experiencing it without my rose colored glasses.
Title: Re: 7th Sea and other magical piratey things question
Post by: Ninjaguiden on January 01, 2017, 01:53:17 PM
The system seems fine, though you guys have gone into a few of the places where it's age is showing. From your perspective as a long time fan then, is the systems of the 2nd edition shaping up into something you think will work better?
Title: Re: 7th Sea and other magical piratey things question
Post by: Syn on January 01, 2017, 03:19:29 PM
The age was... definitely an issue. Having run a few games of 2E, I think it's a much more fitting set of mechanics for their narrative, although there are still some tricky bits and bobs that aren't perfectly polished or masterfully balanced. Generally speaking, I would very much recommend it over 1E.
Title: Re: 7th Sea and other magical piratey things question
Post by: crazon on January 15, 2017, 07:07:17 PM
Welp, purchased a copy of 7th Sea 2nd Ed. Thanks James! (that's actually sincere)

I've got a question about the geographical changes. What's your feelings regarding the changes? Like Avalon's change dont seem so bad, but they have re-drawn Vendel/Vestenmannavnjar from a series of islands into a mainland peninsula. I recall you saying in one of the episode it was once a larger landmass in it's history, so is this a retcon in 2nd ed? Or is there an in-setting reason the islands are no longer? Is this in the same time period as first edition? Seems like a big change since I always imagined Kirk being a port city from the episodes where the crew visited it and now on the map it's fairly land-locked. Also Cathay is not even on the map anymore save steppes.

I'm just curious on your opinions of the changes? (Anyone's really.)
Title: Re: 7th Sea and other magical piratey things question
Post by: Sabwones on January 27, 2017, 01:54:11 PM
From what I experienced, it seems like 2nd ed is more of a soft reboot - there's a lot of the same themes, but there's been an awful lot of shuffling about of lore and mechanics. Much of it at least plays well, although I would argue that the Corruption system is a tiny bit vicious:

Every time you do a notably non-heoric deed, you gain 1 Corruption and roll 1d10. If you hit your Corruption or go below, you become a Villain (essentially your character is out of the game bar a significant GM fiat).

The next time you act out, you gain 2, then 4, then you just insta-Villain. So you have three strikes, then your fourth is game over for your player. You can get rid of corruption, but it's a long and fairly arduous process to do so.

Now I don't mind much of this, but as my group discovered, rolling a 1 on your first Corruption check is a bit harsh. Losing my character by drinking a potion that conferred an automatic check was...well...let's say I swore. A lot. Particularly when the GM decided to go with it since it was the end of the campaign.

>:C
Title: Re: 7th Sea and other magical piratey things question
Post by: Capman on January 27, 2017, 03:00:03 PM
From what I experienced, it seems like 2nd ed is more of a soft reboot - there's a lot of the same themes, but there's been an awful lot of shuffling about of lore and mechanics. Much of it at least plays well, although I would argue that the Corruption system is a tiny bit vicious:

Every time you do a notably non-heoric deed, you gain 1 Corruption and roll 1d10. If you hit your Corruption or go below, you become a Villain (essentially your character is out of the game bar a significant GM fiat).

The next time you act out, you gain 2, then 4, then you just insta-Villain. So you have three strikes, then your fourth is game over for your player. You can get rid of corruption, but it's a long and fairly arduous process to do so.

Now I don't mind much of this, but as my group discovered, rolling a 1 on your first Corruption check is a bit harsh. Losing my character by drinking a potion that conferred an automatic check was...well...let's say I swore. A lot. Particularly when the GM decided to go with it since it was the end of the campaign.

>:C

This reads like a morality system designed to try and curb asshole players (not that those rules ever work).  I'd go with rule zero and ditch it if you don't like using it.
Title: Re: 7th Sea and other magical piratey things question
Post by: Syn on January 27, 2017, 05:33:24 PM
I think the important thing they put in to make it a bit more okay is that GMs are rulebound to always give you the chance to back out of a corrupting action before you roll. But yeah, I could see loosening the rules, especially on Hexenwerk and Sanderis sorcerers.
Title: Re: 7th Sea and other magical piratey things question
Post by: luffy316 on January 27, 2017, 10:10:52 PM
so... how difficult a roll is it to invent 7th Sea in the 7th Sea setting?
Title: Re: 7th Sea and other magical piratey things question
Post by: Syn on January 28, 2017, 12:54:15 AM
Alright, so as per the rules of the Invisible College invention rules: Start with TN five and a drama die, add 1 for every year after 1668 it was created in actual history, add +10 and a drama die for each leap of logic (which seems about right for "use of peculiar dice to determine outcomes for a fictional character for the purposes of gaming"). That brings it to a conception check of TN 346 and two drama dice. For the design check, size doesn't apply really, so base 5 plus 5 for "uncomplicated" complexity, plus 15 for the leap of logic, so tn 25 there. For Invention, base 5, plus 10 for Delicate (more delicate than an iron bar, less delicate than a clock spring), +10 for Medium Size (the whole suite of books isn't handheld, but is smaller than man-sized), +20 for the leap of logic, for a total of 45.

tl;dr: tn 346 and two drama dice to conceptualize, 25 to blueprint, and 45 to physically produce.
Title: Re: 7th Sea and other magical piratey things question
Post by: Ninjaguiden on January 30, 2017, 04:45:59 AM
That last episode was great, from Valetines "No use clinging to life if I'm going to stumble through it broken" to Declans past catching up with him, good roleplaying all around.

The only thing that puzzled me was Nadire immediately escalating to dismemberment. Felt like it clashed in tone with all her words about sin and not taking the easy path in the last session and no one from the rest of the crew seem particularity shocked either. Duels over this sort of thing aren't all that uncommon in the setting are they? Felt like walking into court and shooting the guard in the leg for not letting you interfere in the proceedings.
Title: Re: 7th Sea and other magical piratey things question
Post by: cornbreab on March 02, 2017, 11:18:07 AM
I may ship Declan and Valentin a little bit.
Title: Re: 7th Sea and other magical piratey things question
Post by: Sabwones on March 02, 2017, 11:22:38 AM
It's a little ship.

More of a rowboat.
Title: Re: 7th Sea and other magical piratey things question
Post by: Capman on March 03, 2017, 11:15:30 AM
In the topic of the crew's dedication to each other, I get a little chuckle out of the couple of times that our respective arcanas all made us make heroic sacrifices so that we could escape but like all at once so we just ended up sticking around and fighting for a while until we all either ran away or won
Title: Re: 7th Sea and other magical piratey things question
Post by: Kevin on March 04, 2017, 06:00:19 AM
I may ship Declan and Valentin a little bit.

It could work.  Valentin is dramasexual.
Title: Re: 7th Sea and other magical piratey things question
Post by: luffy316 on April 18, 2017, 07:38:04 PM
so rather than struggle with it, what was the meaning behind the titular ship?
Title: Re: 7th Sea and other magical piratey things question
Post by: Syn on April 18, 2017, 09:06:35 PM
As in why was it named that? It basically just sounded cool.
Title: Re: 7th Sea and other magical piratey things question
Post by: luffy316 on April 18, 2017, 10:52:47 PM
well that, but also what's the translation supposed to be? the ghost queen?
Title: Re: 7th Sea and other magical piratey things question
Post by: Syn on April 19, 2017, 01:26:38 AM
Oh, yes that, correct. At least as far as my high school french takes me.