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Post by joecrak on Nov 3, 2015 15:17:55 GMT -8
Awesome announcement today! AEG has sold back the publication rights of 7th Sea to the creator John Wick, and he announced on youtube that he plans for a release to take place in 2016! This is great, I love that world, and it means more Roll and Keep before whenever Fantasy Flight gets around to doing something with L5R. Unless of course John Wick overhauls the mechanics, which I might be fine with too. Return of 7th Sea
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Post by the0gekko0state on Nov 3, 2015 15:49:54 GMT -8
I'm excited, as a person who only got into RPGs in 2012, I've never gotten to play or buy books. I only know of it because of L5R and have been tempted by the pdfs on drivethru. I've been looking for a pirate game with substance and haven't found one that I like yet. Here's hoping!
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Post by ericfromnj on Nov 3, 2015 16:47:22 GMT -8
L5R turned me on to roll and keep so I hope it rays that way. I need more roll and keep in my life....
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Post by joecrak on Nov 3, 2015 17:01:06 GMT -8
You say that now...but the combat length in 7th Sea is, at times, as bad as 4e D&D.
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HazelnutMudslide
Supporter
Posts: 129
Preferred Game Systems: L5R, 7th Sea, TriStat, WoD, D&D5e
Currently Playing: Nothing (LFG)
Currently Running: Nothing (LFG)
Favorite Species of Monkey: grease, never know when you'll need one to fix things.
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Post by HazelnutMudslide on Nov 3, 2015 19:55:23 GMT -8
Personally, I'm wondering why AEG's selling off all of their RPG licenses/franchises. I'm glad they're going to good homes though.
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Post by ayslyn on Nov 3, 2015 21:35:24 GMT -8
Because they weren't really set up in such a way that they could make a profit on them. They're doing very well with the board games now, so they seem to be focusing on those. But, because they do actually care about these IPs, they are making sure they end up some where they can flourish.
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Post by shadrack on Nov 4, 2015 6:38:47 GMT -8
It sounds like they(AEG) are keeping the board game and related type things (or those are being licensed back to them, or whatever) and John Wick gets the rpg side.
Which I'm also excited for, I like John's stuff in general,and listening to him is a hoot. I'm probably in on whatever he does with it, and if it includes airships, I fear the money is gone already.
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willh
Journeyman Douchebag
Posts: 220
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Post by willh on Nov 4, 2015 7:01:12 GMT -8
it means more Roll and Keep before whenever Fantasy Flight gets around to doing something with L5R. Return of 7th SeaPrepare yourself for disappointment.
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Post by guitarspider on Nov 4, 2015 7:25:41 GMT -8
I've never played it, but I've heard some bad things about 7th Sea regarding rules and crazy meta plot. Nobody I know seemed to miss it when they stopped printing new stuff, so I never bothered to look at it in detail. Is this something that people actually miss?
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Post by ayslyn on Nov 4, 2015 7:51:40 GMT -8
Oh YES!
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Benji
Journeyman Douchebag
Alea iacta est
Posts: 176
Preferred Game Systems: Pathfinder, Savage Worlds, V20, D&D 3.5, Castles & Crusades, Monsters & Other Childish Things, Little Fears, TFOS
Currently Playing: Not a damn thing
Currently Running: Pathfinder, Savage Worlds
Favorite Species of Monkey: Cebuella pygmaea
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Post by Benji on Nov 4, 2015 8:19:47 GMT -8
The rich lore and setting was amazing. I enjoyed the roll and keep mechanic itself but other mechanics in the game could use some tweaking. John hints "modernizing" the game in his statement. Who knows? I'll be interested in seeing what happens. All in all, I'm very excited to see this line being revived and NOT as Swashbuckling Adventures in the d20 system again.
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Post by ayslyn on Nov 4, 2015 8:28:23 GMT -8
He's also promised no aliens and no d20... So, it looks like he's going to dial back the Syrneth to some degree.
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Post by ericfromnj on Nov 4, 2015 10:47:58 GMT -8
You say that now...but the combat length in 7th Sea is, at times, as bad as 4e D&D. o_0 After playing L5R I would never suspect this. What is different about 7th Sea that makes combats so long, because they are pretty quick in L5R?
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fredrix
Master Douchebag
Posts: 2,142
Preferred Game Systems: Fate, L5R, Pendragon, Gumshoe, Feng Shui
Currently Playing: Pendragon, Song of Ice and Fire, L5R, Feng Shui, Traveller
Currently Running: Fate, Coriolis, Nights Black Agents
Favorite Species of Monkey: 1970's NTV, dubbed by the BBC (though The Water Margin beats it)
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Post by fredrix on Nov 4, 2015 11:22:46 GMT -8
I've not played 7th Sea, but the fault may lie in the two different genres the two games try and emulate. Samurai (film) combat is short and sweet, often preceded by a long, still stand-off. L5R as we know emulates this very well, and the combat when it starts quickly becomes deadly.
Swashbuckling (film) combat, is long and drawn out, with much back and forth, gaining and losing of advantage, use of props, badinage and importantly, often resulting in only reletvely minor injury. As I say I've not played 7th Sea, but the L5R combat system does not delver that.
As a fencer and stage fighter by training, I've never found a system that adequately emulates proper swashbuckling, though the resultion system from Cortex+ comes pretty close.
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Post by joecrak on Nov 4, 2015 19:06:51 GMT -8
You say that now...but the combat length in 7th Sea is, at times, as bad as 4e D&D. o_0 After playing L5R I would never suspect this. What is different about 7th Sea that makes combats so long, because they are pretty quick in L5R? They feel much different for one, but I've played a bunch of both and here's the differences. L5R: Generally 1 action per round of combat, 2 if higher rank, 3 if you call a bunch of raises. 7th Sea: A Round consists of 10 phases. Each character gets a number of actions equal to their Panache Trait. Average is 3. Initiative is determined by rolling your dice, and the numbers determine what phase you can act in. i.e.: 1,5,10 1: fastest possible action; 10 is the slowest possible action. In 7th Sea combat you can use an action to use an attack Knack, or if you are being attacked, and they got past your Target Number, you can use a held action die to try and defend. I.e. Parry the blow, step out of the way, Parry and counterattack all in one. There's a bunch of different sword schools, like in L5R, that emulate actual fencing styles. That all said, say you have 4 players. and lets say they have 10 actions total in a 10 round combat And lets say you've got 2 groups of minions: 5 actions total, a minor boss (3 actions), and a major boss (4 actions). Damage works differently to. If you get hit, lets just say 15 wounds (you got lucky). You roll dice equal to your brawn to "absorb" that damage. So you Soak it. that 15 stays there, next time you get hit you take an additional 20 wounds (weapon dependent). Now you have to roll against 35, cause they combine. You roll a 5. You take 1 Dramatic wound, plus an additional for every 20 you miss the roll by. You can probably see how things will slow down. There's a lot of things i love about it. All 5 stats have a major use. Brawn for melee damage and soaking pain, Finesse To hit people, Wits to avoid being hit, Resolve determines how many times you can be hit, and Panache determines how many actions you get. But, combat is slow. And the Skills list is ridiculous, I'm pretty sure there's over 150 total skills. (Granted, that includes every possible profession that exists. Though if people are super into describing what's going on, combat can be fun. And No skill is ever entirely locked to using a single trait. One amusing moment was when a Shape-shifter turned into a bird, to try and do a fly by pooping into a punch bowl. So he had to roll Resolve+Mathematics. I love the setting much more than the mechanics, which is why I play it using Fate Accelerated.
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