7th Sea 2e - Ch. 2 Uikku's Curse

>We must remember that a Firearm deal Dramatic Wound, no matter if somebody can resist somehow Wounds. So carrying 10 Firearms means that a Strength 10 Villain means nothing.
It's kind of a necessary compromise when you write a rule system that's super narrative on the one hand by extremely anal about its combat rules on the other. is correct. RAW, the situation is annoying no matter how you look at it. Either you're artificially forbidding players from doing something perfectly appropriate for the story, or you're throwing game balance to the dogs because there's nothing to prevent a character from carrying a whole bunch of death ray pistols.

Of course, a third option would be to make pistols less ridiculously powerful.

I think there needs to be a good blend. It makes sense for guns to be nasty, AND let the brace of pistols trope survive AND not make them autokill blasters

I would assume you don't take it out of what you've banked. It doesn't make sense to set money aside and then use it for carousing and living expenses anyway. Even then treasure, trade and pay are probably going to do the heavy lifting on your big purchases.

i suppose. it would help if they had edited it once even, instead of rushing out the fucking book on a legal pad like George Lucas did with the prequels.

as written it says "total wealth". idk. i feel like im going to have to forge this thing into a home made 2.5 to make the potentially good ideas usable.

Well they have delayed printing and put up preview 2 so we're getting at least two rounds of editing. Even then you'll probably have to bash it into working order but to hear 1e vets tell it nobody's played RAW 7th Sea in 15 years either.

does anyone play raw anything? i had a group play an extended risus game and we even homebrewed that.

As a 1e vet, nobody actually played RAW 7th Sea even back then.

The parts that made 7th Sea work were (in rough order):
-the genre (nobody else really did a swashbuckling game that FELT "swashbuckl-y"),
-the setting (using NOT!Europe meant that everybody could have a fast and mostly accurate picture of what things meant without reading a ton of background fluff),
-the narrative structure and focus on over-the-top heroics (Brute Squad rules, "You can't die", etc),
-the general Roll&Keep system (flexible enough to be houseruled about however you wanted it to and still more or less function)

The majority of the actual game rules NEVER worked well. TNs NEVER matched up well with the RAW dice rolled, especially for new PCs. Character creation was a joke (100HPs...). The ship rules were *especially* a joke. The dueling rules were detailed and fantastic, but that actually felt like an accidental consequence. Magic was either useless or completely game-breaking without much middle ground, and required such an investment that you basically had to suck up being useless for 20+ game sessions until you crossed the "break the game" threshold. And then there was the whole issue with having unspent Drama Dice turn into bonus XP...thus incentivizing people NOT to spend their DDs when the mechanics of the system assumed that you'd spent at least 1 DD on *every* important roll.

RAW 1e 7th Sea just wasn't a thing after the 2nd session you actually played. It was a lot like playing AD&D; the game gave you a reasonably flexible rules framework and a really neat setting, and then you went and tweaked the shit out of the rules to make them what your group actually wanted to play.

As somebody who got interested in 7th sea due to 2nd edition, but is looking at playing 1st edition instead, how much work is required to make 1e playable?

A fairly solid amount, beginning with character creation and moving the whole way through.

Well, it depends on what you want out of it, honestly. IMO it takes a fair amount of work, but because of the flexibility of the R&K system, it's not *hard* work.

I wouldn't normally do this, but here's my house rule packet for my 1e campaign. Keep in mind that this is a rules packet that's covering the core book and *all* of the nation and secret society sourcebooks. It's optimized for my specific campaign world and the feel I wanted out of the game (I really despise the "Scooby-Doo and the 3 Musketeers meet Cthulhu" feel the 7th Sea metaplot developed into later on), but you could take just the character creation section out of there and it would solve about 80% of the issues. So really, the first 5 pages are the important ones.

There's also a complete naval wargame I wrote at the end of the PF which completely excises and replaces the existing naval rules. My table really likes tabletop wargames, so they wanted a naval game with more detail. If you like the RAW, or don't plan on using ships that much, then feel free to ignore it.