Played in Lyhadan and C's game on saturday morning. I was an Avalonian woman with some Sidhe heritage. Lots of fun. No sword school, tons of skills, and intriguing things to do
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I loved the skill system fix. When you take a skill set, write down all of the skills. 10s exploded for all the skills, even if you have no dots in it. I think this helped keep the game moving.
Ideally, the rules are there to facilitate play, not derail it. A number of rules in 7th Sea(mainly around skill sets and mainly resolved by the above) tend to slow the game down as people don't have the skills needed to resolve the challenges, or detract from the cinematic nature of the game by forcing characters to do flavor actions in a mechanical sense.
Example: In some 7th Sea games I've played in, if you don't have swinging, you can't cinematically swing on anything without rolling dice. If a player wants to swing on something AND it has nothing to do with the rest of the action, it's awesome to just mechanically ignore the swinging thing.
The swinging example above was specifically *why* I went looking for a fix. Also, for a con game, I was not going to have people remember all the different 'defense' knacks, particularly since ones like Swinging are advanced knacks. So everyone had decent Footwork and I ignored any defense knacks that weren't specifically tied to a weapon or school.
So, based on a house rule I found online that a number of folks liked. Basically, you are not considered 'unskilled' in a knack that falls under one of your skills--even if you have no dots in it. So you still don't have many dice to roll, but you can probably succeed fairly regularly at a basic TN 15 for rolls involving your stronger Traits.
I was also reasonably loose with what knacks applied to a given task. If they thought they had something that ought to apply...sure.
Glad you enjoyed it. And yeah, we'd planned to get in three encounters besides the beginning one and the ending. But the beginning one ran a bit longer than anticipated, and everyone heading back to the mansion as 'base' essentially added scenes that weren't in the original game. I'd be tempted to do it as an 8 hour game with a two breaks.
At the Geist game I managed to sit next to Mike (who *can* be way too loud guy...but y'know, forgivable when GMing) and the fellow next to me managed it often enough that I turned off the hearing aids for a spell to let my ears and brain recover before jumping back in.
I felt bad for the fellow playing the priest, who was right next to Loud Guy and a quieter player himself. We tried to make sure we called on him regularly since he was quieter and was a great roleplayer.
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Ideally, the rules are there to facilitate play, not derail it. A number of rules in 7th Sea(mainly around skill sets and mainly resolved by the above) tend to slow the game down as people don't have the skills needed to resolve the challenges, or detract from the cinematic nature of the game by forcing characters to do flavor actions in a mechanical sense.
Example: In some 7th Sea games I've played in, if you don't have swinging, you can't cinematically swing on anything without rolling dice. If a player wants to swing on something AND it has nothing to do with the rest of the action, it's awesome to just mechanically ignore the swinging thing.
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So, based on a house rule I found online that a number of folks liked. Basically, you are not considered 'unskilled' in a knack that falls under one of your skills--even if you have no dots in it. So you still don't have many dice to roll, but you can probably succeed fairly regularly at a basic TN 15 for rolls involving your stronger Traits.
I was also reasonably loose with what knacks applied to a given task. If they thought they had something that ought to apply...sure.
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That aside the game looked pretty awesome from the 15 minutes I observed as I ate dinner. And texting you during that time was pretty funny as well.
This game sounds awesome. I'm thinking C&T should run it again... for me :)
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I felt bad for the fellow playing the priest, who was right next to Loud Guy and a quieter player himself. We tried to make sure we called on him regularly since he was quieter and was a great roleplayer.
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You know, there are times I could wish for external ears to be able to do just that!
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