7th Sea First Edition

Overview

7th Sea is a swashbuckling fantasy tabletop roleplaying game of piracy, duels and intrigue in the world of Théah, created by Jennifer Wick and John Wick, with Kevin Wilson co-writing, and published by Alderac Entertainment Group (AEG) in April 1999. It won the Origins Award for Best Roleplaying Game of 1999, presented in 2000, and was fairly well received. The game originally used a d10 roll-and-keep system, in which players roll a pool of ten-sided dice (d10) and keep only some of them. It also inspired a collectible card game that was discontinued in 2005. In 2004 AEG moved the line to the d20 System and renamed it Swashbuckling Adventures, a change many fans of the original rules disliked. Later books supported both systems. The first edition later went out of print, and volunteer writers have since released e-books and adventures for it. Chaosium acquired 7th Sea and its rights in 2019. The second edition of the game was released in 2016 as
7th Sea Second Edition
7th Sea Second Edition7th Sea Second Edition is a swashbuckling tabletop roleplaying game of high adventure, intrigue and...High-FantasyRules-mediumHeroic
, a new system from John Wick Presents.

Description

Players take on heroes in Théah, a fantasy version of 17th-century Europe whose nations are exaggerated versions of real kingdoms. The setting draws on 1600s European literature, with sorcery playing a major role and a dominant religion that resembles gnostic Christianity, complete with a parallel to the Spanish Inquisition. The Game Master (GM) runs adventures of sea voyages, court intrigue and sword fights. The game asks a table to embrace the swashbuckling genre and the era's romance, and to tolerate a 1990s rulebook that is now out of print. Anyone picking it up should check which system a given book is written for, since AEG published for both the original roll-and-keep rules and the d20 System.

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Hiplobbe
Playstyle: Heavy roleplay, narrative-driven, and collaborative. About Me as a Player Character Creation: I love making goofy, endearing, or overly dramatic characters who somehow bumble through high-stakes situations. Drama and Lore: I actively look to create intricate player dramas and add rich details to the worlds we play in, giving GMs plenty of fun plot hooks to work with. Collaboration: I care far more about emotional arcs, character choices, and team dynamics than crunching numbers or optimizing stats. If you are looking for a player who brings deep storytelling, creative worldbuilding, and a healthy dose of memorable silliness to the table, let us connect!
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Hi I am Nobu I'm interested in mainly playing but I hope to host a great game someday as a GM.
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Indepth discussions between characters, debates about what to do in different situations. Being challenged on morality of what is happening. Highs of wins fought through hard work and the sting of defeats felt through the whole group, ending in commiseration at the tavern as our characters mourn the loss of a favored NPC. Roleplay is what I love most about TTRPG's. I've been playing them since I was 12 years old (I am now 41), and while at the time it was because of all the cool monsters and stuff, even then I was captured by the different stories you could tell. I would love to share in the telling of the stories with you and your group. I've got extensive experience in a number of different systems from D&D in various incarnations to World of Darkness and Chronicles of Darkness to Masks, Stars Without Number and Fantasy Flight Star Wars. I'm always up for learning a new system! I've also GMed my fair share of games in the past, but am just looking to play right now due to my health right now (I am disabled) That isn't to say I -don't- like the tactical and exploration aspects of the game. When it comes to combat I tend to be more of a tactition sort of player, analyzing the playfield and trying to figure out the enemy. Though that hasn't ever stopped me from making the -stupid- decisions because they were in character. Story and plot over mechanical wins for me every time.  Failure is always an option. It  never is an end point, because it just gives new opportunities for story, even if it stings and hurts in the moment. We find the motivation in that. Current Availability: Tuesday and Thursday evenings weekly. Monday evenings and Saturday days every other week.
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