New 7th Sea Rules For Lucian's Campaign
Here are the 'house rules' I'll be using during the campaign. This
list might get updated as we go, and I find new things to make rulings
about. Some are pretty basic, and in others, I'm trying to mitigate what
I see as some deficiencies in the system, and to try out some cool ideas I
read about. To wit:
Streetwise Knacks (new!): The rules say you're -2k0 if you're
in an 'unfamiliar city'. So, how does a new city become familiar? Roll a
normal Socializing+Wits roll, and consult the following chart to see how
long it takes you to become familiar with it:
TN 30: A few hours
TN 25: A day
TN 20: A few days
TN 15: A week
If the city is outside your home country, increase the TNs on that
chart by 5. For capitols of foreign countries/provinces, increase the TNs
by 10.
Roll/Keep: The standard rule for what you roll and what
you keep is that you roll your trait plus your knack, and you keep your
trait. This makes traits really, really, important, and makes knacks not
very important past 2. The 'Legend of the Five Rings' system is 'roll
your trait plus your knack, keep your knack'. This makes *knacks*
important, and lessens the importance of traits. Other options are roll
trait keep knack, or roll knack keep trait, or roll both keep lower.
I have another idea: roll both, keep *higher*. This doesn't nerf
anyone following the current optimal strategy of upping their traits, but
it also allows a new strategy of upping the knacks you want to use more
often. I haven't decided if I actually want to do this; the trick is to
figure out if it'll help more than it will add unnecessary complications.
Let me know what you think!
Apprentice/Journeyman/Master (new!): For both swordsman
schools and sorcery, the book rules say you must get four knacks to rank 4
to become a Journeyman, and four knacks to rank 5 to become Master. This
turns out to mean that it's more expensive (in terms of XP) to go from
Apprentice to Journeyman than it is to go from Journeyman to Master.
Therefore, I'm changing this to the point at which the XP balances: An
apprentice starts with 1/1/1/1; you move to Journeyman at 4/4/3/3; and you
become a Master at 5/5/5/5. (Both moves would take a total of 56 XP)
Furthermore, if you want to distribute those 56 XP over more than 4
skills, you can do that as well. If you have at least one level-4 knack
and have spent the equivalent of 56 XP (assuming a start of 1/1/1/1), you
move to Journeyman. If you have at least one level-5 knack and one other
level-4 or 5 knack and have spent the equivalent of another 56 XP, you
move to Master. So, for example, 4/3/3/3/2/1 would work for Journeyman,
and 5/5/3/3/3/3/3 would work for Master.
Now, this doesn't help Swordsmen much, because they all get exactly
four knacks. So the following knacks also count as 'swordsman knacks':
Attack(main weapon), and any advanced knack in your 'Basic Curriculum'.
This might get a bit weird for some schools/curricula, but hey.
Continuing the swordsman school theme: it seems clear that the
'Exploit Weakness' knack is broken as written: the only people
you're likely to be able to use it on is your own compatriots--maybe that
works for Vodaccians, but probably not Ussurans. So, we'll try this: if
you defeat or help defeat a swordsman, you may take 'Exploit Weakness (his
school)' if you are a swordsman. (You may either spend 2XP right then, or
the next time you get a chance.) From there, you may increase in that
knack as normal. If you meet and help defeat another swordsman of a
different school, you may then take 'Exploit Weakness (that school)' as
well. People have mentioned that they're interested in this, so you'll
probably meet a few swordsmen in this adventure.
You still start with Exploit Weakness (your school) at level 1, which
you can increase if you want.
Disposing bad guys: 7th Sea is not really about killing
people. However, sometimes as players, you really don't want someone
following you. So, the general rule: when you beat a brute squad member,
they are out of the story. They don't die, but they won't have any more
effect, directly or indirectly, on you heroes (unless you want them to, to
interrogate them, or whatever). If you beat a henchman, they are out of
the story unless the GM spends a drama die at the time to allow them to
come back at some point. You can counter by spending two drama dice
(between the lot of you) to say, "No, GM, come up with a better idea, I'm
sick of this guy," and the henchman is out for good. If you beat a
villain, they are *not* necessarily out of the story unless the group
spends a number of drama dice equal to the number of players present. The
GM can counter this by giving everyone two drama dice. If the players
later meet and re-defeat the villain, the same rules apply except that
this time the GM must give everyone *four* drama dice, then six for the
next time, etc.
Obviously, there are easier ways for the GM to let the villain escape,
but, you know, sometimes inspiration runs dry.
Level-0 knacks: There's no ruling in the books on these, I
think, so we're going with a slightly modified version of house rules
we've used on the MUD before, to wit:
- Level-0 knacks in skills you have may be attempted as a straight trait
check. The idea here is that when you learned the skill, you learned the
very basics of all knacks, even the advanced ones.
- Level-0 basic knacks in skills you don't have may be attempted as
trait checks -1k1. i.e. if you don't have a skill with the 'Climbing'
knack and your Finesse is 3, you'd make a 2k2 roll.
- Level-0 advanced knacks in skills you don't have may not be attempted.
- Level-0 sorcery or swordsman knacks may not be attempted.
Spending XP: You may spend XP to raise a knack or trait at any
time. If we're in turn-based mode (as in during combat), it takes 6
sequential actions to do so, and you must be able to practice during that
time. Out of turn-based mode, do it whenever. If you are learning a new
skill, you must designate some game-time (not play-time, necessarily) to
having a particular person (PC or NPC) teach you that new skill. If you
are gaining a new advantage through GM fiat (learning a language is the
most obvious choice here), the time it takes to do so is also under GM
fiat. As a general rule, it takes 3X the amount of XP to gain an
advantage as it would have with HP.
Drama dice: Everyone starts off with a number of drama dice
equal to 2X their lowest stat or 1X their highest stat, whichever is
higher. When drama dice are awarded during play, you do not get an
XP along with it (this is a change from how I originally envisioned
things). You can then save or squander it as you see fit. I'll try to
keep drama dice flowing, especially since reading that John Wick used to
give out about 10 per adventure. Any leftover drama dice at the end of an
adventure do not gain you any XP.
Note! Since I found that I would forget to hand out drama dice
in the thick of things (mostly because there were too many other
things to keep track of) Jota has kindly implemented a command that
automatically whispers to the GM that you think so-and-so should gain a
drama die for doing something cool. Type 'nominate [person]' (or 'yay
[person]' and the GM will be told '[your character] nominates [person] for
a drama die'. Spectators are welcome to do this as well.
Reputation dice: You get one reputation die for every
five points of reputation, instead of 10. This does indeed carry over to
Glamour. You can have *both* positive and negative reputation, but you
can only use the reputation dice from one set in any one scene, and this
fixes your reputation in the minds of the people you're intereacting with
at that point. You can spend one positive repuation point to cancel one
negative reputation point if you wish (to keep you from becoming a
Scoundrel and therefore an NPC, for example.)
Story dice: This is an idea I'm stealing from 'The Pool', at
http://www.randomordercreations.com/thepool.html
Look up 'monologue of victory' (MOV) there. Basically, once it's
determined that you are successful at something, you get to narrate the
outcome and 'stretch the boundaries' a bit. To quote from the page:
"Giving an MOV is like taking control of the game for a few moments. You
can describe your character's actions, the actions of those around him,
and the outcome of those actions. You can even focus on less direct
elements of the conflict such as what's happening in the next room or
who's entering the scene.
You can do just about anything. In fact, these are the only real
limitations you must observe:
- Don't make alterations to the characters of other players (such as
killing them). You can add complications for them and affect the things
around them, but don't intrude on the creation of a fellow player.
- Keep your narration in synch with the established facts and tone of the
game. If you need to ask the GM questions or prompt the other players for
responses during your MOV, do so.
- Keep your narration reasonably short."
I'm importing this concept into 7th Sea via souped-up drama dice I'm
calling 'story dice'. My idea is that everyone gets 1 story die at the
beginning of the adventure, and you can use it at any time to perform a
MOV for some action you really want to do, and don't want to leave to
whims of dice/GM sadism. (See the Pool site for an example of a MOV in
action; I've also mocked up a couple 7th Sea examples based on actual play.)
If you're uncomfortable with this (and some are), think of it the
same way you do when you successfully attack someone and the GM says, "OK,
roleplay it out." Your action is successful; we're mostly interested in
the 'color' of how it happened. In some sense, a story die is just like a
drama die that always rolls a 10+.
To get more story dice into the game, I'm trying the following
very experimental rule: At the point when you are awarded a drama die,
you may, if you wish, immediately give it to someone else. You
give them the die, and say, "This is for doing <X>" where X is some
in-game action their character has performed, presumably something you
thought was cool. That die is now a story die instead of a normal drama
die.
As I say, this is highly experimental, and if it doesn't seem to be
working, we might change it. But this whole game is somewhat
experimental, so.
(I will note that as written above, you never actually roll a story die.
Maybe I'll come up with some mechanic for this, if it seems necessary.)
Hubris/Virtues: Virtues really seem to get the short shrift in
the game. As one review put it, "I tried to tell one of my players that
the book said that Virtues were cheap at the price. 'They lie,' he
replied." So, to shore up the imbalance, if you take a Virtue, instead of
taking the normal Virtue description, you may use this instead (decide
upon character creation):
Virtue: "When performing an act that the GM agrees
falls within your Virtue, you may use any drama die as a story
die."
The reverse, hubris, will work pretty much as written in the Player's Guide,
except that in this case, 'The GM may activate your Hubris to force you to
do something' means,
Hubris: 'The GM may spend a drama die to force you to
perform an activity that falls within the scope of that Hubris, and things
will go badly for your character as a result.'
When no dice are spent, but your character takes dramatic action in a way
consistent with their virtue or hubris, you're somewhat more likely to
receive a drama die than a different character who didn't have that trait
would for the same action. I thought of trying to formalize this (a la
disadvantages in Nobilis), but scrapped the idea.
If you would like both a hubris and a virtue (or if you already have both
from inky's campaign), this is fine. A hubris still gives you 10
HP, and a virtue costs 10 HP, so if you take both, that's a net zero.
Esploding dice: This hit home with me when I was calculating die-rolling
probabilities: Exploding dice help you exactly when you don't need it.
7th Sea is supposed to be a 'roll over X' system, and exploding dice
explode only when you've already *rolled* a 10 or two, so you probably
already succeeded. This isn't so bad for single explosions (which
do often help) but becomes more and more true for multiple explosions.
So: if you roll a 30+ on any one die for any one action, and you can
think of a way to logically tie a success on that action to your *next*
action, you get a free raise for that second action.
Magic: The basic systems are cool, but I don't like tying
drama dice to magic. Drama dice should be more of an OOC thing for use to
let your character accomplish tasks you feel strongly about than a
mechanic to allow your character to live up to its basic premise.
Hence, see the sorcery rules.
(But remember that 'bargain' magic will make you an unhappy-Matushka
magnet. Plus, it's illegal.)
This line last updated January 16th, AD 2003
lpsmith
@rice.edu