Monthly Archives: February 2017

7s: Make Vesten Great Again

Stone city pressed up against a mountain (It's Markath form Skyrim, for the nerds)We started out the session by taking a moment to review everyone’s stories and talk about how well or poorly they’d worked out. The best assessment of their utility was which ones could be easily remembered vs. which ones had to be looked up. After some discussion, we desired to loosen up the Story structure a little bit. Rather than asking players to outline the whole story, they could fill in a little bit less – the ending and maybe the beginning – and we’d proceed from that.

It makes advancement a bit fuzzier1, but we immediately got grippier stories as the players focused on what they wanted to have happen rather than counting out the right number of steps to fulfill their mechanical obligations. They absolutely retain the right to introduce as many steps into the story as they like, but removing the obligation to do so is absolutely liberating.

I’m going to chew on his approach a little bit more and see if there’s a way to introduce it into the economy of the game. It’s easy to integrate play-wise. It’s effectively player generated milestones with a lot of explicit authority (which rocks) but I feel like it might also hold the key to addressing the spotlight issue, which could arguably be measured by who gets more story beats over time. However, that’s some future thought.

The session itself was almost entirely talky. A little bit of die rolling, but a lot of it was handled dicelessly with skills as permissions2. The trip from Kirkwall to Vendel was uneventful (a fact helped along by the warship that accompanied them most of the way) but Vendel itself was another matter. Things were tense. The docks were stuffed with Eisen ships and the taverns full of Eisen mercenaries. Everyone knew a Thane had declared himself in Kirk, but no one knew what it meant yet, but uncertainty was through the roof.

Doctor Valdis’s Patron, Red, was not at her usual coffee house, but was instead attending a meeting of the League, which the heroes got to observe some of, including some politics among the chairs, and the various voices urging caution versus immediate action. Two key points were revealed – this Thane had the support of an unknown number of Jarls (especially in the North and central parts of the nation) and that specifically he held the mint and most of the productive mines of Vesten3.

During a pause, they spoke with Red, who was surprised to hear about the princesses engagement to the MacDuff, but quickly looked to try to find a way to leverage that information. Discussion of the politics of the situation followed. Red was worried about the mint, but rather more worried about the potential destabilization the host of mercenaries represented4 and the overall lack of information about the situation.

She also asked the heroes to go speak to the new Thane, since they had an existing connection to him. She was worried things were already bad because a thousand mercenaries had been sent north as soon as the new came in, and the situation may have already gone pear shape. The heroes agreed and were provided papers and a fast carriage.

The trip north was fast at first, while the posts were in good shape, but slowed down as they discovered the passing mercenaries had depleted the horse supply. They did encounter a retreating group of mercenaries who Basilio and Zeta recognize as young men from the group of Montaignian expatriates whose church they attend. By their reports, they had joined up with the hastily assembled force, but quickly found it not ot their liking, especially with the Eisen toughs, and they had been walking back for a while. They also warned of Trolls, but no one took that very seriously.

A bit further on they found signs of a battle, but very few graves. Further still was a checkpoint on the road, manned by Vesten in traditional garb. Surprisingly, they did not hassle the heroes, save to ask a few fairly normal questions. Not far past the checkpoint, the heros saw a prison camp which (presumably) held the defeated mercenaries. From that point north, the Posts were in fine order, though the people manning them were a little confused. The new Thane had apparently declared it would be business as usual.

They found their way to Kirk, which we all agreed looked like something out of Skyrim. Of note, there was now a smoking ruin where the Objectionist Cathedral’s construction site had previously stood, but otherwise all was well. Once again, inspection at the gates was businesslike, but the invocation of the Thane’s daughter’s name was sufficient to hurry them along. Meeting the Thane (Karl, played in the movie by Karl Urban, better groomed than the average vested and armed like an Eisen), they delivered letter from hisdaughter and received an invitation to dinner.

Dinner lead to conversation, much of which was a roundabout (and polite) argument between Doctor Valdis (speaking for capitalism) and the Thane (Speaking for the necessity of government), and the Thane ended up getting some support, most concretely because he too was concerned about the mercenaries on Vesten soil, and from his perspective, Vesten had been able to indulge the league because all her neighbors had been paralyzed by internal problems, but that was not a long term strategy. Vesten had to have a leader (and a military), and it had to have it’s wealth spread out further than just Vendel.

A few things came of this and followed:

  • As part of the discussion, the Thane revealed that the mines had been using slave labor (since liberated). The heroes were, of course, taken aback, and when Basilio discovered the Mining Chair (who had all been a loud voice for attacking the Thane) was actually a Castillean, he decided that Steps Must Be Taken.
  • Captain Quinn had heard that Sir Mandrake had been to Kirk, and the Thane acknowledged that the man was a friend, but had not seen him in some time. His wife, covered up a reaction, but later on she came to Quinn and told him a bit more, including that last she knew, he had headed to Vendel, and she gave him a token that had been Important to Mandrake.
  • Valdis consulted with Shuri, the Thane’s sage, about her axe. Shuri was more intereted in her, and opted to take her out for a test of strength, wits and resolve on the icy slopes of the mountain overnight. When they found her the next morning, she had three mortal wounds worth of exposure but had also learned one of the Galdr Runes (Time)
  • Zeta identified and stymied a would-be assassin, accidentally killing him with his now poisoned knife. It also revealed the assassin’s partner, the same shadow-wielding figure they had faced in Kirkwall. He made it clear he intended to collect the price on Zeta’s head, and she made id clear how welcome he was to try such a suicidal thing.  In the Aftermath, the Thane seemed to recognize the magic in use and asked her if she intended to kill this man. As she said yes, he gave her a black gem which, which grasped, turned into a knife of shadows (hell yeah, 1e callback) . He also gave her a token that any Die Kreutzritter would recognize.

The heroes agreed to take the delivery from the mint (less a meticulously documented amount for back wages for the liberated slaves) down to Vendel as a show of good faith on the Thane’s part, and as the carriage was being loaded, we wrapped for the night.

  1. And I’m ok with that. If there is one thing there is no lack of in this game, it’s advancement. ↩︎
  2. That is, if you have a high skill, that is taken into account in how things are described and in what the GM simply says “Yes” too. It’s a technique that every game and GM use to differing extents, but where the knobs are set matter a lot. Specifically, it’s very useful for keeping information flowing smoothly. ↩︎
  3. A plot hook lifted from Nations of Theah vol. 1, but with 90% fewer slavery apologists. ↩︎
  4. Remember, Vesten has no standing army or navy to speak of, and Mercenaries – especially ones ho haven’t gotten paid – have a historical habit of calling dibs on whatever’s on hand. This point becomes relevant later in discussion with the Thane. ↩︎

7s: Story Considerations

Typed words on a page: Once upon a time .I have been using stories a little bit wrong in 7th Sea. Not, like, technically wrong, but I think I’ve been emphasizing them incorrectly. I’ve been treating them as an advancement mechanism that shapes story rather than a story shaping tool that provides advancement.

That may seem distinction without a difference, so let me step back a little bit. For the unfamiliar, the story mechanic works roughly as follows: The player comes up with a story idea for something they’d like to play – say, they’d love to rescue a handsome prince from kidnappers – then figures out how that should go in very rough strokes. For example, they might want a story where:

  • The hero dances and flirts with a prince at a high society party
  • The party is interrupted by kidnappers! Chaos ensues and the prince is kidnapped!
  • The Hero pursues the kidnappers and rescues the prince after a desperate chase!

The GM will handle the details, but it’s expected that this story will happen in game, and when it completes, the player gains advancement equal to the number of steps in the story (3, in this case).

Now, here’s the kicker – as part of coming up with the story, the player is also expected to have an idea for what they intend to advance – the reward. And because these are RPGs, that datapoint has assumed some amount of prominence, so that it is easiest to think of stories in terms of their reward. That is, I need 2 points to buy my sorcery, so I need to create a two point story to reflect that.

It is hard to fault that logic, but it also produces somewhat lopsided stories because it skews them very superficially towards an end. Sometimes’s that’s fine – our Doctor’s pursuit of the Wealth advantage has been a straightforward story of setting up foreign investments, no problem. But I feel like our Fate Witch and Captain have gotten short shrift, at least in part because Sorcery stories are always 2-steppers (which gets a bit repetitive, since it is expected to be bought multiple times).

This is the problem I want to address – I want players to be more free to aggressively frame stories that are interesting to them, without needing to stress about sizing them just right. And I don’t think that requires any specific change, just a little bit more mindfulness and flexibility on my part. I need to get the stories first, then work out how we want to handle rewards.

Curiously, this is the least problem for the character with the clearest advancement path. Our swordsman’s advancement priorities are pretty straightforward: 4th dot of Weaponry, 5th dot of weaponry, then other stuff. He’s hit those goals, so advancement is mostly filler for him now – he can get more badass, but the pressure is off. I suspect it will be a while before he’s completely out of things to buy, but it has planted a bug in my ear to maybe start thinking go other rewards for stories (specifically, setting-shaping ones).

I also am trying to figure out how to handle on other story-based complication: mobility. Because we have a ship-based game, players often find their stories paused because the next step is someplace else. For example, our Doctor is working on a 3 step story where she found investors and set up an office in Kirkwall, but has needed to get back to Vendel to set up another office to finish out the story. They’re finally going there, but she’s been (perhaps unfairly) jammed up for a couple sessions, solely because the events in play have kept the players elsewhere.

And, yes, this is partly on my head – juggling all my player’s stories is my responsibility, but at the same time I do not want to overly constrain their options – after all, part of the point of having a ship-based game is the freedom it allows.

One last thought: This maybe sounds a little complain-y, but this is all out of love. Stories is a FANTASTIC mechanic, and my interest in tuning it is a reflection go how much it excites and engages me.

7th Sea: Pirate Nations

So, the preview for 7th Sea’s Pirate Nations book dropped a little while back, and I’ve actually written a ton about it that I’m not going to use because I don’t actually know what’s going to change between preview and release. Probably not a huge amount, but I want to be careful.

So instead I’m going to zoom out and talk a little bit about what’s in the book, and about why I’m pretty excited about it.

First off, thematically, this is two books. There’s no clear bright line in the text, but it’s pretty clear upon reading. The first, shorter book is supplemental to the setting of Theah, adding two location that are fairly proximate to Theah, Numa and La Bucca.

Numa, an analog for Greece is a collection of islands to the south-southwestish of Vodacce, that have been conquered many times but are currently free and working out what that means. It’s got all the element you need for game of Greek heroes, and if you squint your eyes a little, you can see Byzantium and Alexandria, so that’s cool. Still, this entry feels out of place in the Pirates book, and it’s a little hard for me to really speak to because it doesn’t scratch any particular itch for me, but I’m not sure it should get dinged for that (though there is some slightly creepy philosophy that I’m ok dinging it for).

In contrast, La Bucca‘s role in a pirate book absolutely makes sense. A former prison island for political prisoners across Theah, the prisoners seized the island mumblemumble years ago and now it’s a free port and erstwhile democracy. I had been a little leery about this one because in 1e, this island had been loaded up beyond usability with secret kings and the roots of idealized democracy. That has been mostly shed, and instead you get a really nice city that is well designed to be the home port for a pirate game. In fact, the city is fun enough that with a little elbow grease, you could make it the center point of play, Babylon 5 style, and that’s never a bad thing.

La Bucca is also somewhat transitional to the rest of the book, which covers the nations of the Atabean Sea, an analog for the Caribbean, also known as the Sea of Monsters. It’s a fun write up, full of color, but also with some cleverness as related to the many, many sea monsters. They are, in fact, the heart of commerce in the Atabean, with the hunting of monsters and the selling of parts providing motive for trade (and also, critically, providing expertise which helps even their footing with the Theans). There is absolutely trade with Theah out of the islands, but it’s constrained in ways that have kept the Nations of Theah from throwing their weight around too much, which is mostly good, but it has allowed for the rise of the Atabean Trade Company, which we’ll get to in a bit.

We also get to zoom in on three parts of the Atabean sea, the first of which is Aragosta, a sort of analog of Tortuga. It is also the most explicitly Pirates of the Caribbean inspired chapter of the book, and you can practically see the movie posters in the background. This is not a criticism. 🙂

I’ve got mixed feelings about this section. Part of it is really good – where La Bucca is a free port with rough edges, Aragosta is a full bore wretched hive of scum and villainy. It’s the birthplace of the brotherhood of the coast, has fun piratical color, dark supernatural bargains and all the other notes that might appeal. That’s the good. The less good is that this is the section of the book that indulges most strongly in telling it’s story rather than enabling me tell my story. A full 2 pages are dedicated to the tale of the guy who founded the bar where the city grew. More pages are dedicated to the secret fate of the pirate who signed the original Brotherhood of the Coast charter mumblemumble years ago and the curse than haunts them. None of it is bad, but it’s all someone else’s story.

The other nation, Jaragua, is an analogue of Haiti, and it deftly avoids becoming the car crash that I fear every time Haiti and RPG appear in the same sentence. Rather than steeping the whole thing in voodoo mysticism, the emphasis is on the impact of slavery and the aftermath of the recent revolution against it. It’s heavier fare than standard swashbuckling material, but it’s handled well enough that it feels like a different emphasis more than a total mismatch.

Aragosta and Jaragua have also both provided layups for the crown jewel of the book, the Atabean Trading Company. The basic idea is that because treaties keep the nations of Theah from operating too strongly in the Atabean, a villainous trade company has stepped into the gap and has killed, coerced, bribed or otherwise villained their way to the top. Functionally, they like an evil East India company (which is bad enough) with a Randian philosophy and a multi-level marketing scheme, which is to say they are amazing villains.

As a villain organization, they have very clear goals (making money) and equally clear villainy (Slavery, piracy, murder) to support those goals. That is to say, they don’t consider themselves villains – it’s just business, after all – which is exactly why they hang together so well. The ways in which they can be used in a game are so numerous and compelling that the biggest problem is coming up with a reason not to make them the centerpiece of your game. This is a delightful and ambitious write up, and it alone is worth the price of entry.1

After the setting comes a character creation chapter, and it’s a little odd. It has all the information you need for new characters (new nationalities and backgrounds in particular) but also some information repeated from the corebook, which is odd. There are plenty of new advantages, with a few stand outs:

  • There’s now a Letter of Marque advantage, which is thankfully only a point.
  • Speed Load lets you reload a firearm in one raise rather than the usual 5. It costs a hero point, so that’s technically a check on it, but this makes me SUPER nervous (gun tricks are what killed 1e for me)
  • Atabean Traveler is more interesting for it’s mechanic than it’s specifics, since it’s “Spend a Hero point to be able to ask a question about your environment” and I’m not sure that should need an advantage.
  • The Ocean’s Favorite is basically “Would you like to be an awesome ship captain?” to which the answer is, of course, “yes”
  • The Devil’s Due gets you a weird artifact as a result of your deal with the devil (or at least, Devil Jonah, one of those Pirates of the Caribbean type figures).
  • Seeker of Soryana let’s Atabean natives visit the Isle of the Dead and recruit ghost allies. It’s interesting in that it’s like Skalds as a not-quite-sorcery
  • Whisper to Mother is interesting mechanically because it’s a specific Porte trick that does not require Porte but does have very specific setting ties.
  • My Word is My Bond is so fun that one of my players immediately started gunning for it. Make an oath, spend X hero points, and for the duration of the scene, gain X raises on every risk, so long as you’re working to fulfill your work.
  • La Palabra made me laugh, since it’s an idea I first encountered in science fiction. If you have this advantage, you can secretly communicate to others who have it by embedding your messages in normal-seeming conversation.

There are also some new Arcana, which is great, but it going to give me even more Sorte headaches. There are also a ton of sample stories, which is a pretty useful reference.

There is also some new Sorcery, which fascinates me, since this may be the biggest deviation from the 1e model.

Charter Magic is an oddball since you don’t really buy ranks in it – it’s a blood ritual that a group engages in, signing the charter and spending a hero points. For every signatory (hero or villain), put a die on the charter – players can pick those up and ad them to any roll, with the pool refreshing at the beginning of the session. But if you break the charter, you’re cursed, which sucks.

This is a fun option with a heavy dose of metagame (and shades of some other John Wick designs), and I only wish there had been a sample charter or two here, but there are some later in the book.

Kap Sevi Is the inevitable voodoo, whose practitioners channel the “Lwa”. It’s explicitly tied to Ifiri (Africa analogue) via the slaves brought to Jaragua, and is explicitly a variation on those traditions as they were pushed though the brutality and horror of slavery.

Structurally, each rank of sorcery you buy lets know choose one Lwa you can channel, as well as 1 big power and 2 little powers (with power availability tied to which Lwa you know). In an interesting bit of color, the Lwa is summoned into the Sorcery and powered by offering of the self. Mechanically that means big powers are tied to the character’s virtue and little powers are tied to a quirk. While the power is in use, the Virtue or quirk are unavailable for use. I admit I’m not sure what that would look and feel like in play, but I’m curious to find out.

The other big limiter is that when summonng a Lwa, it remains in the Sorcerer until sunrise, so those are the only powers the sorcerer has access to for the duration, and you can only maintain one big and 2 little powers at a time.

The Lwa are, of course, named. There are 5 in the book and no reason there couldn’t be more. One one hand, this is great, because it means the magic is personified, which is always more fun to play. On the other hand, I admit, I’m a little bit unsure how I’m supposed to run this sort of magic. There are trappings that the sorcerer is supposed to engage with to appease the Lwa, but I don’t know what that means. Should it be a conversation with me as the GM taking the part of the Lwa, or am I just supposed to stand back and let it be an role playing opportunity for the character?

The powers themselves are interesting, varied, and in some cases very potent. Curiously, there are a lot of information-related powers, which I’m good with. Those tend to be very gameable, since taking them tells the GM what rocks to hide things under. Curiously, there is no actual ability to animate the dead, though there are numerous references to it happening.

Mystirios is Numan magic, so while cool, it seems out of place in the book. There’s a curious detail that the powers come from the human spirit and are merely inspired/revealed by the gods. This struck me because it very much seems to resonate with the 1e ideas behind the Knights of the Rose and Cross, so I’m curious if that thread will come up again.

Mechanically, you buy a rank in Sorcery and learn a particular god’s secret which has a big power that costs a HP to trigger and a little power that’s free after you’ve used the big power in the scene. It’s a weird mechanic, and it makes more sense for some gods than others. It’s a kind of fun idea though, since it has a built-in cadence.

One nice sidebar – there’s one villain-only Mystirio and it’s OH LORD NASTY. It makes me want to write up more villainous sorcery options.

Mohwoo is a weird one, because it has zero ties to the setting. I don’t know if that’s because it’s a teaser for something else in the world or if it’s just a crazy one off.

Anyway, terminology aside, and as we’re probably familiar with now, there are big powers and little powers. When you get a tattoo, you get a lot big and little power associated with that symbol, plus the little power from a different tattoo. When you buy a new rank (and get a new tattoo), you pick up two more powers, either major or minor, constrained by the symbols you bear.

So, for example, the Fish symbol’s minor power is “no need to breathe for the rest of the scene” and the major power is “Use the activation instead of spending a raise when swimming or in water”2

One fun addition to this is that there’s a set of things that the GM can spend danger on when a Mohwoo is activated, and I love this. None of them are super nasty, but they’re colorful and fun and make the magic feel a little less predictable and rote. As with villainous sorcery, I kind of want to write up more of these for other types of sorcery.

A bunch of other mechanics are thrown in under Swords, Ships and Secrets. It explains how foreign duelists interact with the Duelist’s guild, and introduces 3 new styles – a machete style, a capoeira equivalent, and Spartan fighting3.

We have more ship origins and abilities. At first glance they all seem more potent than the core set, but I’ll probably need to really look at those side by side. New ship backgrounds are fine, but the new adventures (Cheevos!) are probably the most welcome addition.

There are 2 new secret societies. La Cosca are the Robin Hood Mafia, and La Riroco are abolitionist monster hunters. Obviously, both are awesome.

There’s also a bit of space committed to the Pirate’s code and charters, which is made more useful for its direct tie into Charter magic. There are also two pages on how to talk like a pirate (arr).

There’s a chapter dedicated to sea monsters, and while it’s mostly color (because monster statblocks are pleasantly small) there are also a few new Monstrous Qualities, which are absolutely delightful.

Finally, there’s a chapter on running a nautical campaign, with some important advance about avoiding busy-work rolls for handling travel, tools for fleshing out your ship’s roster, discussion of crews vs. navies and some general play hooks.

It’s all good stuff. Though there’s an interesting little aside about “And Then” vs. “Because” which is either some excellent advice on how to tie rolls to player choices or a subtle tutorial on how to execute a GM’s force, I’m not sure which – there are two examples and they offer somewhat different lessons.

In case it’s not obvious, I really like this book, but it’s not flawless. A few sour notes and oddities:

  • There is some noble savage stuff in the Atabean Sea section that totally set my teeth on edge. If there’s one thing I hope does not make it out to the preview, it’s that.
  • Time is a bit wibbly-wobbly throughout, because a lot of the setting seems to be defined by things that happened 2-5 decades ago, but which still involve the same people as they did back then. I could see that making for interesting generational play if it was intentional, but it just feels careless.
  • Have to reiterate how out of place Numa feels in the book.
  • If you go by the text, the natives of the Atabean sea haven’t given up too much to the Theans, but the map (which was not in the preview, but popped up later) seems to tell a very different story.
  • Inside the ATC, there exists a heroic group, the Seahorses, who deliver mail and are not themselves villainous. It’s a super-gameable hook, but it feels odd to have it within the villainous organization. I suspect the correct way to use it is as a way to start heroes out and allow them to discover the evil of the ATC from within – that would probably be fun.
  • I fully expect the maps to be awesome, and I understand why they’re not in the preview, but a few things don’t really seem to hang together in their absence

Bottom line? It’s a fun book and a welcome addition to the line. I can’t wait for its actual release

  1. There is an instinct here to compare them to the other major villain group in the game so far, the NWO. That’s not entirely fair because the ATC is, as written, vastly more compelling than the NWO and it’s generic evil. However, it’s important to remember that they serve very different purposes. The ATC has a full and detailed writeup because it is supposed to be a specific thing. The vagueness of the NWO specifically means that individual GMs can make it into the thing they need for their game. ↩︎
  2. This mechanic – using an activation in lieu of a raise to act – shows up enough throughout the book that it feels like a new bit of the standard kit. ↩︎
  3. Spartan fighting includes an archery option, and I strongly dislike it. Not only is it hard for me to align with the ides of the Duelist’s guild as presented (and I LIKE the DG very much), it also feels like opening a door that is going to lead to a knife throwing school, and then a gun school, and that is a door I do not want to walk through.That said, I absolutely love it as a spearfighting style. That makes it distinctive and archaic in a way that feels like a much better fit.


7S: A Small Danger Hack

Danger!Ok, this is a very small hack for 7th Sea that introduces an additional use for the Danger Pool, with some (hopefully) interesting consequences.

The addendum is this – Danger may be spent to:

  • Introduce a consequence into an action or dramatic sequence. This can be done when villains would act (even if there are no villains in the scene) and takes effect the next time villains would act.

Pretty simple. The timing is the most complicated part, but that’s harder to explain than it is to implement because it’s specific to how action order works. To unpack it a little, when the GM starts with “Ok, 5 raises?” then normally any villain with 5 raises would act, then players would. This spend happens during the slice when that villain action would normally occur, whether or not there is actually a villain acting.

Ok, so that’s all well and good, but why do I want to add such a rule? Two reasons, one simple, one a little more involved.

The simple one is this: I end every session with a stack of points in the danger pool, and that is not desirable. I want more things to spend them on.

This is a result of the fact that the uses of the danger pool end up fairly limited for me in practice. Murder doesn’t come up often. Increasing the total needed for a raise is such a jerk move that I use it very rarely. Activating special abilities is fine, but the kicker is that adding dice – which seems like it should be the go-to move – is less useful than you might think. Consider when you roll dice as the GM. It’s more or less limited to action/dramatic sequences, and specifically it’s at the beginning of the sequence. So it might come in handy to beef up a pool or offset a bad roll, but once the scene actually begins, that’s it. Introducing a spend “in flight” gives me more opportunities to spend danger (and by extension, puts more pressure on me to help my players generate Hero Points, since that’s my most efficient way to get Danger). I think if I can increase the flow of currency, it’s going to feel a lot more fun to spend it.

And that leads into the second reason, and that is that this allows for more dynamic action.

To unpack that a little, it’s worth looking at how action sequences actually play, with and without villains. If you have villains, then villain actions provide a certain amount of push and dynamism in the action, but only some, because the villain is usually greatly outnumbered. If you have only brutes, then there’s no real dynamism, since the scene only reacts to the characters if there are brutes still standing at the end.1

This is complicated further by the lack of henchman rules2. Villains are kind of a big deal, and including a villain in every fight is actually quite complicating if you do it by the book. So how do you get the tempo advantages of a villain without actually having a villain in play? With danger.

So, spending to make things happen during the fight has some obvious benefits, but there is also a subtle benefit to the pacing. See, when a villain spends a raise to act, that action happens. There is no threat or buildup – they simply do it, and that can lead to some rough situations, as illustrated by the villain in the example stealing the MacGuffin by sheer narrative brute force.

So, in contrast, one of the key cadence elements of diceless play (which sequences effectively are) is threat -> response. The opposition does something which will have consequences if it carries through, which drives players to take action to counter, redirect or mitigate (though not nullify – nullify is the “I Dodge”, it’s dull). By introducing consequences in flight, the GM is now armed with threats, and players can respond or ignore as suits them, but in either case it introduces a little back and forth.

(Now, I have to admit there’s a third reason. I have some awesome tokens that I use for Danger & Hero points, and one of my favorite things to do as a GM is to toss one into the middle of the table and declare something horrible. It’s just fun. So any excuse to do that is a win.)

Anyway, this is going to be used in my next session. Will report on how it goes.

  1. Unless special abilities are triggered, but those have limitations, and have a weird sort of absolutism to them as written. Especially kidnapper and thief if the point of the conflict is to prevent a kidnapping or theft. ↩︎
  2. Henchmen were a construct in First Edition 7th Sea, who were better than brutes, but less good than villains. They’re actually very easy to implement in the new 7th Sea – just give an NPC a die pool and let her roll without the other villain trappings – but it feels like an intentional absence, so I tread carefully around it. ↩︎