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[7th Sea] Speak to me of it

Started by The Butcher, November 04, 2015, 02:00:21 PM

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finarvyn

Quote from: Shipyard Locked;863097It was close enough to the real thing to scratch my history buff urges, but far enough that I didn't have to worry about:
- Slavish devotion to accuracy
- Making women, jews, and other such groups feel deeply uncomfortable with their exclusion/persecution
- Cries of "that's not how it happened!" from players.
- Trying to sympathetically role-play "good" priests who have a pretty messed up theology.
- Trying to wrap my brain around the consequences of magic existing for all those centuries in real Europe.

It was also way simpler than real history, cutting down significantly on countries, factions and their messy repetitive interactions.
Agreed. My group loved 7th Sea because of the free-wheelin' swashbuckling style of play. I liked the way the setting was familiar yet not so close to actual history that some history-nerd could correct me all of the time if I made an error.

We played 7th Sea for around a year and at one point I owned all of splatbooks and such. I thinned out my collection long ago, keeping only the player's and GM's volumes because I decided that if I run the game again it will be simpler and more streamlined. The two core rulebooks really contain a lot of the information needed and the splatbooks just made things too unwieldy for me.

Looking forward to seeing how the new edition shapes up.
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975