December 19, 2007

Drama Dice

Many games have a game mechanic that gives players a little more control over out come of actions or control over the story. Some games use Action Point, Style Points, Karma Dice, or Luck. 7th Sea is no different. It uses Drama Dice (DD). I know I've mention DD in previous posts but never addressed them. DD are used to give a little or big boost to the player. They start off each adventure with a specific number of DD and when they use there are gone. So you better use them wisely. There are ways to earn extra DD throughout an adventure. By doing really cool or stupid, or Heroic stuff. Or all at the same time. Or making it harder on themselves, usually by calling raises. Anything that makes the story more interesting.
While fight the Villain, the players says, "I want to pull the Barmaid I've talking up towards me, kiss her on the lips, then push back out of harms way. "The GM will say "Ok, but you'll have to call x# of Raises." Very swashbucklely, very cinematic, and if you don't get skewed like a shish-kebab, DD will come your way. Even if you fail, but fail with style, DD will come your way.

Now that we know what DD are. I have some questions for everyone, answer the polls on the left.

In the past we used Red Dice for Drama Dice. It doesn't matter to me what color we use, but I would like to a specific dice color represent Drama Dice. Since I'm about to place an order with Chessex, I figured I'd give you the opportunity to decide what color we use. Your choices are, Red, Teal, Green, Yellow, Orange, Blue, or Purple.
What color should the Drama Dice be? (Vote for 2)






Second question is more important because it will effect your character.
Normally You start off if the # of DD equal to your lowest trait. I like John's Rule, Highest Trait. So we going to go with that. But One problem I have with DD is that at the end of the Adventure DD get turned into XP. I don't like this rule because it cause people to horde DD. Drama Dice are meant to be spent so the second poll will address this.

At the end of an Adventure, What happens to Drama Dice? (Vote for 1)
A) Gets turned into XP as normal.
B) Does not get turned into XP and is lost.
C) Gets turned into XP at a 2:1 ratio (2 DD = 1 XP).
D) Does not get turned into XP but is Rolled over to next Adventure.
E) Something else.

Comments or Suggestions welcome

MURDER

"Murder's out of tune, and sweet revenge grows harsh."
~ William Shakespeare


The previous post we dealt with accidental death. Dying while in the line of duty
. Murder is a different beast altogether. It requires forethought. It may not always be planned, but was always intended.

Batman, the one with Michael Keaton. The first time Batman faces off against the Joker, before the he becomes the Joker. The Joker falls over a rail and Batman grabs him. The Joker is helpless suspended over a vat of toxic chemicals. Batman has a choice, pull Joker up and save his life, or let him fall to his almost certain death. Batman drops him, but for a second he thought about saving him. Saving the man that murdered his parents. But in the end Batman sided with vengeance, sided for murder. Was the Joker evil? Yes. Does he deserve to die? Sure. Was it Murder? Absolutely. Batman's action caused the Joker's death, or near death at any rate. Batman knows it, the Joker knows it and later even says to Batman, "You made me, remember. You dropped me into that vat of chemicals. That wasn't easy to get over, but don't think that I didn't try." (I love that line.) So when your standing over the helpless body of the villain you've just knockout. The question you will have to answer, "Do you kill him? Murder him so he can hurt no else. Or do let him live? Both actions have consequences, consequences your character will have to live with.

Here's how we handle murder. When a character (Heroes & Villains) reaches 2x their Resolve. They fall unconscious, helpless, unable to do anything. They can spend a Drama Dice to get up but are unable to act for the rest of the round. But if they take an injury, even the smallest amount, they fall unconscious again. Any character may murder a unconscious character, provided you have an action. All you have to say is, "I kill them." or something similar. They spend a Drama Dice and their action. Done, that character is dead. Sorry about your luck, I'm sure people will say very nice things about you at your wake. Even if you were a heartless bastard.

What happens after a murder? Well what happens in real life? Life move on, there may be an investigation, people may be brought up on charges (Assuming the murderer has been captured). There's a funeral of some kind. Families grieve the lost of the loved one. Some hot-headed relative my vow to revenge the death. Or nothing happens, the murderer gets away. But if your the Hero that murdered the Villain, don't count on that last one happening.

Now if a Villain Murders a Hero. Then any surviving Heroes (All, 1, or none) may get the Vendetta Background at Rank 1 for free. (Maybe higher if the GM allows it) Remember you get bonus XP when Backgrounds show up in a game session.

I've also considered adding a new rule. A Murder Dice. 1 dice that maybe used by any Hero that has the Vendetta Background (it doesn't matter the rank of the background and only in the event that a Villain Murder a hero or someone close to the Heroes and it happened in game and not a Hero Creation). That dice is different from all other dice. It is Black and it is added to all rolls as a kept dice (the Dice does NOT explode). It can only be used for actions as long as the action helps the Hero(s) apprehend the Villain. Now there is only 1 Murder Dice, someone at any time make take it. Once they have it no one else may use it. The Hero may give it to another Hero (assuming they also have the Vendetta Background). If they do, they can not receive the Murder Dice again for the length of the adventure. If the Hero that has the Murder Dice fall unconscious or becomes helpless, then the dice can be taken by any other Hero (Same rule regarding the Vendetta Background), and the Murder Dice is treated as if the hero gave it away. Once the Vendetta background has been resolved, the Murder Dice goes away.

Any comments or suggestion are welcome.

December 18, 2007

Heroes & Death

This is something I've been thinking about as of late. When I first started playing 7th Sea, I was told that it's very hard for Heroes to die and would only do so if it was absolutely necessary for the story. Basically I interrupted this as "Heroes don't Die" or "Very Rarely Die" So I created Gunther the Overconfident, Berserker, Vesten Raider, Dual wielding, Whirling Axe Machine. He can't die right? and even if he does, well he would have died in battle. All the better for a Vesten Raider.

But now that I think about it, Heroes do die, if you don't believe me re-watch Lord of the Rings, Serenity, 13th warrior, 300, well I could go on. But anyway, going all the way back to your earliest stories, Heroes die. They died all the time. If fact they rarely escaped alive. But the one thing in common with all Heroes Death, is cause. They Died for a Causes. Their death was not arbitrary, it was not because of a bad roll, it was because of something SO important to them that they would rather die then fail.

Basically what I'm saying is Yes, your character is mortal and may die. But I'm not going to arbitrarily kill your character, and you will not die because of a bad roll. Nor am I out to kill your character. But like you, Villains will have Goals, and their goals are just as important to them as your goals are important to your character. Also, the villains will stop at nothing to accomplice their goals. If you stand in their way, they will make sure you are unable to stop them. If that means removing you permanently then so be it.
See the next posts on Murder
.

Here's how it works. If you take a number of Dramatic wounds equal to 3x your resolve. The GM (Me, hee hee) has the option to say "Your character dies". You have the option to spend 2 Drama Dice, to say, "No I don't". Then by some miracle you live. Same rule applies to Villains. Say you deliver a hit that would kill him. The GM will ask you, "Do you wish your hit to be a killing blow?". You may say "Yes" or "No". If you say No, you gain a Drama Dice. If you say Yes, then the Villain is dead. Of course the GM may spend 2 of his Drama Dice to have the villain miraculously live. If this happens the Villain will not have any ill-will towards the player or party that left him for dead. He may harbor ill-will for thwarting his evil plan, but not the actual death itself. It's a natural hazard that comes with being an evil mastermind after all.

December 17, 2007

Goals: Sons of Kryos

Interesting, I just noticed that the Sons of Kryos did a podcasts on Character Goals, Player Golas and NPC Goals a few days ago.

Have a Listen.

December 14, 2007

Character Creation, Part 3: Goals

Goals
Lastly are goals. These are Character goals. They can be long term or short term goals. I would like up to 3 goals, but at least 1 goal to start with. Goals are anything you character is striving to accomplish. It may even be something he can never accomplish, (like becoming the King of Montaigne) but it's still a goal. Long term goals may and will probably have many short term goals that need to be accomplish before the Long term goal can be accomplished. Include these in the description of the goal, even if you're not sure how to accomplish them at the time.

Avoid game mechanics as a goal. These are usually player goals. An example of this is: Get my Finesse and all of my Swordsman's school Knacks to Rank 5. Or
become a Master of my Swordsman's School. Because the only way you can become a master is to buy up your Swordsman's school Knacks to Rank 5. Instead your goal may be: To become the Greatest "Insert Swordsman's School name here" Swordsman's in all of Theah. This would be a Long term goal, consisting of many short term player goals. First become a Journeyman in Swordsman's school. Next becoming a Master in Swordsman's School. Next would finding the current Swordsman's considered the greatest. Finally challenging and beating him to a duel to prove you are the Greatest.

Goals will change over the course of the adventures. Some maybe become less important, replaced with new Goals. Or the party may even come up with a Goal or Goals they all want accomplished.

The reason I'm asking for goals from everyone is this. I want to tailor the story around your characters. I want the Characters to be in charge of the story, the ones in the drivers seat. The ones in control. In my years of gaming, I've noticed a pattern. Our characters would meet, usually in a tavern. Go help someone. Collect a reward, get XP. Return to the tavern. Someone else would need help and we'd go and help them. Collect a reward and get XP again. Return to the tavern... well you get the picture. Basically we were always reacting to the story. Then I created Modesto Barolo, a character with Ambition, a character with GOALS. I didn't want to react with the story anymore, I wanted to Be the story. Take the reigns and go, even if leads me to a horrible death. I explained my plan and goals to the GM, and she started to work with me. I was having much more fun working towards my goals, then just reacting to story in front of me. Sadly, the game ended abruptly with little or no explanation. Basically
the GM was tired of GMing and the game was over, "Dead, dead", end of story. But still, having a goal to go after was more enjoyable then sitting at a tavern waiting for someone to show up that needed help. If all you want to do is sit at the tavern waiting for someone to show in need of help thats fine. I can fulfill that. But if you want to BE the story, then let me know what your goals are we'll be the story together.

Character Creation, Part 2: History

20 Questions & Backstory, and 9 NPC's.

There are other way to earn bonus Hero Points. There are by answering the 20 Questions and writing a brief backstory. And/or creating 9 NPC's. You get 10 HP (or 10 Experience Point if completed after Hero Creation) for each.

20 Questions & Backstory
Answer the 20 questions and write a page or 2 Backstory, to my satisfaction. If you have any Backgrounds include how you got that background. Provide as much detail as you can. Give names of people and Places. The more info you provide the more points you get. (Max of 10)

9 NPC's
Create 9 people (or more if you like) that have had a significant impact on your life.

3 of them are Friends. Maybe a family member or a close friend. Someone that would walk through fire for you, and you would do the same for them.

3 of them are Contacts. Someone you can trust, but are not a friend. If forced to choose between you and their own hide, they'd probably choose the latter.

3 of them are Enemies. This is someone you've wronged, or at least they think you've wronged them. They don't like you and you probably don't like them as well. It's not necessarily something huge that will cause them to set aside all of there activities to plot your demise
(Although if you have the Nemesis or Vendetta background they could). But if you were to cross paths with them, don't expect a warm reception.

The more info you provide the more points you get. (Max of 10)
Also when an NPC of your's shows up in game you receive 1 bonus XP for that session.

Character Creation

For the most part Character Creation is the same, there are a few changes. Hero's start off with 100 Hero Points (HP) as outlined in the Players Handbook. Changes are described below.

Sorcery
Sorcery is a little cheaper. 30 points for Full or Twice Blooded. 15 for Half Blooded. Also Characters can buy up Sorcery Knack as Advanced Knacks. As normal, you may not buy up a Knack higher then 3.

Swordsman's School
The price is the same, 25 for School of your nationality or 35 for a School not of your nationality. In addition to the Schools knacks being at Rank 1 you get 3 Bonus Knacks you may used to increase your school knacks. Again you may not increase a Knack higher then 3.

Arcana
Mostly unchanged, although if you wish, you may have both a Virtue and Hubris.

Advantages
Unchanged

Skills
This is where things really change. First all skills civil and Martial skills now cost 3 HP (University and Academy Advantages still work the same). Next pick a Non-weapon skill that defines your character. "My character is a; Spy, Courtier, Sailor, etc." It does not have to be Civil Skill it can be a Martial Skill like Athlete, Commander, etc. It cannot be a weapon skill like Fencing, Knife, Pugilism, etc. If it has Attack and/or Parry as a Knack it cannot be used.

"My character is a (Insert Skill)" This is your Primary Skill (costs 3 points) but you get all Basic Knacks at Rank 3. Plus you get 2 Advanced Knacks at Rank 2. If the skill has less then 4 Knacks, then you may get another Advanced Knack at Rank 2 for every Knack less then 4.
Example: Spy Skill has Stealth and Shadowing as Basic Knack. You get them at Rank 3. Then you can pick 2 Adv. Knack, say Conceal, and Disguise. You get them at Rank 2. But since Spy only has 2 Basic Knack, you get 2 more Adv. Knack at Rank 2. So you pick Sincerity and Poison.

Next pick a Secondary Non-Weapon Skill. Same rules apply for Primary. It too costs 3 HP. This represents another thing you are really good at, just not as good as your Primary Skill. You get all Basic Knacks at Rank 2. For Every Knack less then 4 you may add a Advanced Knack and get it at Rank 1.

Certain Skills special rules for them if selected as your Primary Skill. These Skills are; Artist, Merchant, Guide, & Hunter. There may be more, but these are the ones I can think of at the moment.

Artist: Pick 1 Basic Knack, you get it at Rank 3. You may pick up to 2 more Basic knack and get them at Rank 3 as well. Any other Knack will have to purchased as normal. In addition you receive the Patron Advantage (4 points maybe sent for this. +2 for every Addition Basic Knack you DID NOT get.)

Merchant: Similar to Artist Skill. You get 1 Basic Knack at Rank 3. +2 addition Knacks. Basic Knacks at Rank 3, Advanced Knack at Rank 2. In addition you receive the Merchant Guild Membership Advantage. You may purchase other Knacks as normal.

Hunter: Pick any 3 Basic Knack. You get them at Rank 3. +3 addition Knacks. Basic Knacks at Rank 3, Advanced Knack at Rank 2. You may purchase other Knacks as normal.

Guide: Similar to Hunter. Street Navigation plus any other 2 Basic Knack. You get them at Rank 3. +3 addition Knacks. Basic Knacks at Rank 3, Advanced Knack at Rank 2. You may purchase other Knacks as normal.

Background
Instead of purchasing Backgrounds with HPs, I will reward you with HP if you take one or more. This is to encourage players to take backgrounds so I may torture you, tailor stories around your character. As normal you may not start the game with more then 4 points worth of Backgrounds.

For every 1 Point Background, you receive +2 HP
For every 2 Point Background, you receive +5 HP
For every 3 Point Background, you receive +8 HP
For a 4 Point Background, you receive +11 HP (Must have the Foul Weather Jack Advantage)

Explosion Rules (Optional)

On Page 174 of the GM's Guide book there are rules for explosions. But I don't like the all or nothing Damage that you receive for either failing or succeeding a roll. So here is what I came up with.

For the most part everything on the explosions chart stays the same. Except for TN's. The TN is 10. It doesn't matter if the explosion has a rating of 1 or 10. The TN is the same. So the Player rolls Panache + Leaping or Sprinting, with a TN of 10. If they are successful, the explosion cause -1 kept dice, minus 1 for every raise the Player makes.

Example: A Rank 7 Explosion would cause 7k7 dice of damage. Now the Player decide to roll Panache + Sprinting with 4 raises. The new TN is 30. The player is successful in their roll. The Explosion does 7k2 damage.

if the player would have failed to beat their TN of 30, then they would take the full 7k7 damage.

Now it makes walking away with no wounds a little more difficult, and makes explosions a little less dangerous. But it gives the players more control over their fate.

I guess if you want to have the Explosion be more deadly, you con always raise the TN to 15 or 20. But I like 10, it's nice number.

New Knack (Optional)

Not sure if I'll use this knack. I invented it after doing some playtesting for John Wick's Houses of the Blooded. And after a discussion was start one the AEG Forums.

Inflict Injury Knack
Anyone with who has an unsanctioned (or Sanctioned school that had Dirty fight as part of its curriculum) swords school my purchase this knack as part of their school. The knack casts 5 XP to start and is bought up as normal.

You call a Called shot to a location on the body. Use the Called shot table (*See below) to determine the number of raises needed. Roll Inflict Injury + Finesse, Keep Finesse If you hit, you do no damage but you (and maybe others fighting or just other swordsman) Gain the Exploit Weakness: Injured "insert body part" for that fight. It is considered a Rank 1 Knack. For every 2 raises you call beyond the raises for called shot you raise the rank of the Exploit Weakness +1.

Example: The Villain wants to Inflict an Injury to a PC's arm. So he calls a Called Shot to the arm. He rolls his Finesse + Inflict Injury with 2 raises, but he wants to inflict a Rank 2 Exploit Weakness you would have to call 2 additional raises. He would have to have to hit with 4 Raises. 2 for the Called Shot and 2 to cause Rank 2 Weakness. If he wanted to inflict a Rank 3 Weakness he would have to call 6 Raises (2 Raises for the Called Shot, and 4 Raises for thw Weakness).

If a rank 5 Weakness is delivered then that person has a permanent injury. (Permanent Rank 1 Exploit Weakness.) Anyone who knows of this weakness may exploit it.

*Called Shot
Arms/Legs = 2 Raises
Chest = 2 Raises
Face** = 4 Raises
Feet/Hands = 3 Raises

**Not eye, ear or nose, just face area. Although a face strike may hit one of these parts you just can't aim for it.

December 13, 2007

House Rules

Feint: Roll Feint + Finesse and call as many raises as you wish. If you hit your opponent, your opponent must call the same number of raises as you did, to actively defend.

Example: Player A attacks Player B with a Feint. Player B has a TN of 15 to be hit. Player A calls 2 raises (+5 per raise). Players A's new TN is 25 and he rolls a 26. Player A hits Player B. Player B wants to Actively defend. To succeed in his Active Defense, he must roll a 36 or higher. 26, plus 2 raise (36).

Double Parry: A double-parry is a parrying with two blades (usually a fencing weapon and a main gauche) crossed before you. You may declare that you are using this Knack instead of an ordinary Parry as an Active Defense. Success grants one free Drama die, which can be used on your next action. For every Rank with this maneuver allows you to hold this dice one action longer. Drama die carries over from round to round as long as you don't exceed the number of actions. In any event if you do not use the Drama die by the end of it's action phase, you lose it.

Example: You have 3 Ranks with Double-Parry. On your first action you successfully perform a Double-Parry. You have a DD to be used on one of your next 3 actions.

Aiming (for any weapons that you are skilled with that are thrown, fired, shot, etc.): You may sacrifice an action dice to gain an unkept die (+1K0) to be used on your next attack roll. More then one action may be sacrificed, but sacrificed actions not used by the end of the round are lost. If you perform any action other then attacking or take a Dramatic wound, you lose the bonus die or dice.

Example: A character has Panache of 4, so he has 4 actions every round. He could first Aim, then Shoot, then Aim, then Shoot. Or, he could Aim, Aim, Aim, Shoot -- or any similar combination, provided he could do so without having to reload or draw.