| Nefarious Villains
Precarious Plots
Breathtaking Cliffhangers
All in a day's work
7th Sea is a game of action and high adventure
in a world of musketeers, pirates, secret
societies and political intrigue. Everything
a Game Master needs is included in the pages
of this book.
The Théah Sourcebook: Detailed essays
and maps on Théah's nations, cultures,
secret societies and the Vaticine Church.
Flexible rules: A vast supply of advanced
and optional rules including mass combat,
boarding actions and ship-to-ship skirmishes.
Each rule is presented in a modular format
so GMs can use only what they like.
Advice: Tons of hints and tips, dozens of
story hooks, how to make the most out of your
villains, story-building techniques, writing
adventures, running action scenes, and much
more!
The indispensible guide for 7th Sea Game
Masters.
- From the 7th Sea Game Master's Guide
- |
| 7th
Sea Game Master's Guide Review -
By Jon Simpson |
|
The 7th Sea Games Masters Guide is basically
the second half of the 7th Sea rulebook. You
get all the basics in the Players Guide, but
I would recommend you buy both books before
running the game as this book is crammed with
useful, if not essential stuff. It has been
broken down into four major sections and then
there’s an appendix at the end. There
is also a bit called Points of View at the
start of each section. No, its not a naff
TV program about pointless people whining,
it’s a story set in the 7th Sea world
and is great for getting more of a feeling
for the game.
The first section is about Theah, which is
the land where the game is set. It gives you
a description of each major factions homeland,
with stuff on the people, the government,
the economy and the military. There is also
a rundown on the major NPC’s of each
nation.
The first section also has information on
some of the other factions in 7th Sea. There
are details on the “Brotherhood of The
Coast”, which is a Pirate group that
has recently taken over an old prison island.
They have expanded on the Vaticine Church
as well. This is the largest religious organisation
in Theah and if you are playing 7th Sea in
it’s true form the Church will more
than likely play a part in your adventures
at some point. The last few pages in this
section cover the Secret Societies. This builds
on the info in the Player’s Guide and
is especially useful if any of your players
choose to become a member in one of the groups.
The second part of this book is called Villain
and is about helping GM’s improve their
games and shows them how to make villains
into real bad boys.
The information in this section is tailored
towards enhancing particular situations in
games (like gambling) and if you choose one
or two of these at a time you will find that
your game will get more detailed. To much
of this though and boredom may rule supreme,
after all unless everyone is involved in a
particular event, drawing it out can get tiresome.
Like they say, know your group… pearls
of wisdom lie hidden in the pages of RPG’s.
The Villain part helps the GM add that little
bit more to his naughty chaps. It basically
gives the GM the chance to make a character,
albeit an evil one. There is also a Bestiary
hanging around near the end of this section.
It has the standard short description of what
the creature is like and then a bit of info
on their in-game stats. Lot’s of good
things for hurting player’s real bad
in here, not that I condone that sort of thing
of course, then again a good maiming never
hurt anyone did it?
Drama is the name of the next section. This
section is used to give you even more of the
optional rules that can be used in your game
if a particular situation arises. It has rules
covering different types of damage, ship-to-ship
combat, poisons and lot’s more. The
way they have split off some of the more advanced
rules works really well. It helps you build
up the game gradually and keeps the number
of rules you have to learn to start playing
at a minimum.
The final section is called Game Master.
This section (shockingly) focuses on the GM
and aims to help them run a good game. It
does this via the interesting method of explaining
the three hats that a GM wears. The first
of these is the Author hat and is related
to the way a GM has to write stories. The
second is the Storyteller hat and is about
how a GM has to tell the player’s a
story. The final hat is the referee’s
hat and is about the GM being a moderator
and making sure that the game remains fun
and fair. The breakdown of each of these includes
information on everything from different game
types to dealing with character death.
The one thing I’m not to sure about
is the date on the front cover of these books
either. It suggests that Alderac are going
to re-release the game at some point with
a few changes to the games storyline. They
advanced the Legend of The Five Rings storyline
recently and it received mixed views from
our gaming group, sadly with more people against,
than for the changes.
Overview time comes around again. This is
the most essential book you’ll need
outside of the Player’s Guide when it
comes to running the game. It is well written
and laid out in a fashion so logical that
even Spock would be proud. The way the rules
have been designed in a “use them if
you want” style does nothing but good
for the game. It allows you to introduce new
rules if you like them and because it’s
up to you if you use them or not it helps
stop rule-mongering players quoting page numbers
at you.
If this is the only book you buy after the
Player’s Guide, then you’ll miss
out on loads of great books, but at least
you’ll have picked the best of the rest.
Definitely a worthy addition to the world
of 7th Sea.
Reviewed By Jon Simpson
|