![]() ![]() In 7th Sea, as written, you come up with a Pass, Fail, and then a number of "risks" that the player can then spend points to mitigate, as well as a number of advantages they can ALSO spend points to take, but they don't have to take / mitigate any of them. In DnD, if the player wants to pick the lock, I come up with a success / fail / maaaaaybe a inbetween. Now you may think, well isn't that how a normal RPG works? Not.quite. They are extremely heavy on the DM to come up with a ton of potential scenarios for every single roll that may or may not be used by the player. ![]() However the rules leave something to be desired. Weird Magic, a "New World" to explore, trading, nations at each others throats, naval combat, etc. The nations are super interesting, it's got all the stuff your players will expect from a Fantasy Pirate setting. 7th Sea has an amazing setting for Piracy related gameplay. Just going to second what this fellow is saying. ![]()
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