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7th Sea: True20 Swashbuckling Adventure

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7th Sea: True20 Swashbuckling Adventure

Postby True20Chick » Wed Jan 30, 2008 1:34 pm

Now that my pirates game has drawn to a close, I've started up a 7th Sea campaign in True20.

Here's the first journal page: http://members.aol.com/ericalynnemail/7thsea.htm

And to the first journal entry: http://members.aol.com/ericalynnemail/7thsea.htm#s1
Last edited by True20Chick on Wed Feb 20, 2008 4:30 pm, edited 1 time in total.
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Postby True20Chick » Tue Feb 05, 2008 12:52 pm

The journal is updated with our second session.

http://members.aol.com/ericalynnemail/7thsea.htm#s2
Last edited by True20Chick on Wed Feb 20, 2008 4:30 pm, edited 1 time in total.
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Postby True20Chick » Wed Feb 20, 2008 4:04 pm

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Postby True20Chick » Fri Mar 07, 2008 5:52 am

The journal is updated, with session 4.

http://members.aol.com/ericalynnemail/7thsea2.htm#s4
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Postby True20Chick » Wed Mar 19, 2008 11:25 am

The session journal is updated with session #5.

http://members.aol.com/ericalynnemail/7thsea2.htm#s5
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Postby bryan.mullins » Wed Mar 19, 2008 4:20 pm

I love the easy way you incorporate material into your campaign. Looking forward to how you use the BE#1.

>WBM
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Postby True20Chick » Wed Mar 19, 2008 6:58 pm

Thanks! To be honest it was a bit of a risk.

I despise "railroading," and generally let the players choose their own course. I wanted to keep "the Kirsvald" in a secluded mountain valley, but they were pretty far from any mountains at the time. There was a strong chance that they would balk at going so far out of their way.

Fortunately, they went for it. If they hadn't, I'd have had to come up with something on the spot. :shock:

I'm sure I'd have thought of something, but it sure made my job easier that they went along with it.
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Postby bryan.mullins » Thu Mar 20, 2008 8:31 am

Heh. As a less experienced GM its nice to be able to peek at how others run their games. Finding a way to blend the Theah material from 7thSea with the BE module using True20 is inspiring. I'm just starting to realize that a little work with most module materials will allow them to be broken down to the story bones and used in almost any game.

>WBM
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Postby OddjobXL » Mon Apr 07, 2008 7:00 am

That's a fantastic read. Sounds like a great campaign and group of players. If it were down Richmond way I might try and finagle an invite. :)
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Postby True20Chick » Tue Apr 08, 2008 2:35 pm

Thanks, guys!

I'm sure my running of the setting would send 7th-Sea die hard grognards into fits of hysteria over how "inaccurate" my portrayals of magic and monsters are. :lol:

Ah well. That's their issue, not mine. We are having a blast with it.


Also, sorry the updates have lagged. I skipped the last session to go to a con, and since we only game every 2 weeks that means it's been a month since our last game. :shock:

Never fear, though. We play again this Saturday. The party will meet the lovely Staufen family at last ... :twisted:
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Postby bryan.mullins » Tue Apr 08, 2008 4:36 pm

Honestly I think the adaptation of great material to fit your situation displays a wonderful and intelligent flexibility that I envy. As a *very* new GM, and an old hand PC I have come to appreciate that the stuff in the book isn't nearly as important as how the GM thinks about whats in the book. Its been my experience that most of the best games are distinguished by either the players or the GM actively taking the game up a notch. The best games have both parties doing that work.

>WBM
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Postby OddjobXL » Wed Apr 09, 2008 6:14 am

In my experience, a storyteller either has the wind of an engaged group of players at her back or she's dragged the oars out and has to pull everyone along. It's all about the players and the extent to which a GM can inspire them to creativity and improvise when they get too creative. One of the best tabletop campaigns I was ever in was a crappy Palladium thing. But the players and the GM were just so good, and got so much into the characters and Byzantine plotline, that the whole thing just transcended the system. When we discovered Amber: Diceless...it was really on.

But for those times folks are creatively becalmed and getting tangled up in the sargasso of ennui a good system to back up all that improvisation is just the thing. A fistfull of dice and those flickering neurons engaged trying to sort out rules and tactics can get people motivated again and, eventually, back up to speed. Kinda like those commercial writer's block tools you can buy that just plain get you thinking about things in a new way when you're out of ideas. Doesn't matter what you're thinking, just that you are. Best rules systems play very much into the setting, and are consistant, so that people get back into the spirit of the game even if they're just rollplaying as much as roleplaying for the moment.

Edit: Oh, yeah, and to keep my cheesy analogy going - a good rules system is like an outboard motor. Does the work for the GM until the winds start blowing again.
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Postby True20Chick » Fri Apr 25, 2008 3:29 pm

The journal is updated with session 6:

http://members.aol.com/ericalynnemail/7thsea2.htm#s6
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Postby True20Chick » Mon May 05, 2008 11:20 am

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Postby True20Chick » Fri May 16, 2008 8:02 am

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