7th Sea: Second Edition Kickstarter Launches

Today’s the day! The 7th Sea: Second Edition Kickstarter just launched and I’m keeping my fingers crossed that it ends up being a huge success. You’ll notice a new sidebar on my site displaying the Kickstarter widget and my homepage features the video pretty prominently. This Kickstarter is a pretty big deal to me so please, go throw a couple bucks at it and help a guy live his dream. After the break I’ve grabbed some of the key vitals form the Kickstarter page, nothing new here but if you haven’t seen it yet check out the details below.

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Since its release in 1999, 7th Sea has brought thousands of fans into the world of Théah—a place very similar to our own Europe in the year 1668. 7th Sea was a game inspired by the works of Alexandre Dumas, The Princess Bride, and other novels and movies of high adventure, and it played fast and furious, emulating the pace we’ve come to expect from movies such as Captain Blood, The Three Musketeers, and Pirates of the Caribbean.

And now 7th Sea is back in the hands of its original creator—that’s me! John Wick!—and that means it’s time to bring 7th Sea back to your gaming table!

If you want to take a look at the game and see how it works, backers can download the Quickstart TODAY! It’s got everything you need to try out 7th Sea: Second Edition, including pre-gen characters, the basic mechanics, and a starter adventure!

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7th Sea is a tabletop roleplaying game of swashbuckling and intrigue, exploration and adventure, taking place on the continent of Théah, a land of magic and mystery inspired by our own Europe. Players take the roles of heroes thrown into global conspiracies and sinister plots, exploring ancient ruins of a race long vanished and protecting the rightful kings and queens of Théah from murderous villains.

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Core Rulebook Mockup

As a 7th Sea Hero, you might…

… save the Queen of Avalon from treacherous blackmail!

… thwart a dastardly assassination attempt on the Cardinal of Castille!

… raid the villainous fleets of Vodacce merchant-princes!

… free the Prince of the Sarmatian Commonwealth from a mysterious curse!

… make decisions that alter the very course of Théan history!

In most roleplaying games, you start off as a 1st-level loser who’s terrified of the goblin with a broken knife. In 7th Sea, you are a Hero, an icon of Théah ready to live and die for causes that matter. You can take on ten thugs with swords, knives, and guns all on your own. You don’t start off digging through old dungeons hoping to find a copper piece or two. No! You are trusted knight, a loyal bodyguard, or even… an adventuring queen herself. Right from minute one.

In other words… you’re d’Artagnan, Milady de Winter, the Dread Pirate Roberts, Jack Sparrow, Julie d’Aubigney, and the Scarlet Pimpernel all rolled up in one!

This is a game of high adventure, mystery, and action.

This is a game of intrigue and romance.

This is 7th Sea.

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When you play 7th Sea, you’ll adventure in the world of Théah, a continent of nations inspired by 17th Century Europe. While it isn’t Europe’s twin sister, Théah still bears a distant family resemblance…

Each of the Nations in Théah is a unique culture, a country that prides itself on a national identity, a national voice, and seeks to accomplish its own ends on the world stage. There is no League of Nations in 7th Sea; each country stands alone, plotting its future as best it can in the face of dangers both internal and external.

7th Sea characters usually come from one of the eight Théan Nations:

Avalon: Green and enchanted, this union of three kingdoms has recently risen to the forefront of Théan politics under the leadership of Queen Elaine.

Castille: Headquarters of the Vaticine Church, this fertile nation was once the home of science and reason, but it has fallen under the spell of corruption and fanaticism.

Eisen: A proud yet broken land, Eisen is a nightmare brought to life by three decades of mass murder kept at bay by heroes as dangerous as the horrors lurking in the Nation’s shadows.

Montaigne: One of Théah’s most powerful nations, Montaigne leads the world in art and culture even as its Emperor crushes the populace beneath his thumb.

Sarmatian Commonwealth: Two nations bound by a single crown, the Commonwealth is a democratic monarchy where all people are equal, even kings.

Ussura: A Nation torn between traditional isolationism and an ambitious ruler who will do anything to drag his Nation into the future, no matter the cost.

Vestenmannavnjar: A Nation of raiders and warlords who conquered the world’s economy by hammering their swords and spears into coins.

Vodacce: The former cradle of civilization, Vodacce is now split between seven merchant Princes whose complex and nefarious schemes reach every corner of the world.

But the world doesn’t stop at the edges of Théah. No matter what the Théans think. Oh, no. In fact, the world of 7th Sea is going to get a whole lot bigger. Which is just one of the many reasons we are excited about a second edition…

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I get more questions about 7th Sea than any other game I have written. Fans of the game truly love the world we created back in 1999 and were sad to see the game go out of print.

Fans of the 1st Edition should know that Théah is still largely as they remember it. We still have Vodacce Fate Witches and Montaigne Porte Magic, Avalon is still the Glamour Isles, but some of the other Nations have undergone very subtle changes. Eisen, Vestenmennavenjar and Ussura are just a little different than they were before. Don’t worry, you’ll still recognize them, but just as fifteen years can change a person, fifteen years can change a Nation, too. And you’ll get to explore a brand new Nation… the Sarmatian Commonwealth!

7th Sea: Second Edition gives me a chance to not only bring the game back to all its devoted fans, but also to give it a new engine with plenty of chrome. Since 1999, we’ve made a lot of progress in the roleplaying game industry, designing new “technologies” and advanced printing techniques. Frankly, we’ve made RPGs more fun to play. I want to take advantage of all that new stuff and help 7th Sea become the game that I always wanted it to be: fast, fun, furious action that tells the stories of great heroes facing impossible odds amidst global politics.

We’ve also got big plans for the book itself: a gorgeous 300 page, full color, fully illustrated hardcover tome. We’ve got new artists helping us bring the world of Théah to your gaming table in all its grandeur and glory, and we’re working with KrakenPrint to bring the book to your table in both an easy-to-use traditional hardcover edition and in a leather-bound, foil-stamped, embossed (and de-embossed!) pirate edition. Check out our Rewards section to learn more about what we’re planning on printing.

But like I mentioned above, we also want to make the world a whole lot bigger than just Théah. We have huge plans to fill in the map of the entire world: new continents, new nations, new sorceries, new adventures! All of them are waiting for first-time players and those intimately familiar with the first edition of 7th Sea.

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Fans of the old game will be glad to hear we still have the classic five Traits—Brawn, Finesse, Resolve, Wits, and Panache—as well as Skills to describe your character’s training and experience. However, instead of Roll and Keep your Trait, it’s now Roll and Keep Everything. That’s right, you keep all your dice and use them to resolve risky and dangerous actions.

After you roll, you take your dice and make sets of 10. Each set is a Raise. You can use Raises to accomplish goals, overcome obstacles, and dodge consequences. In other words, Raises make your character awesome. And as a 7th Sea Hero… you’ll have lots of Raises.

We’ve streamlined the rest of the system as well, making it faster, more dramatic and easier to learn. We made dueling possible for everyone, not just swordsmen: if you can pick up a sword, you can get yourself into a duel. Everything about the new system is designed to get you into the action!

Whether you’re a fan of the original edition or someone who’s never played before, you can download the Quick Start right now and see for yourself what the new 7th Sea looks and plays like. Just back the Kickstarter (even at $1!) and you can start your adventures in Théah!

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7th Sea: Second Edition isn’t the only book we’ve got planned for this line; we’re also excited to announce our first sourcebook: 7th Sea: The New World!

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The New World Mockup

The New World is a brand new continent, expanding the setting of 7th Sea past the boundaries of Théah. Inspired by our own Central and South America,
The New World includes information on the Nations to be found on this new continent and their relationship with Théah and her peoples. As Heroes, your characters will be some of the first to explore these new lands… or the first to welcome these strange “Théans” to what they keep calling “The New World.”

Why are we expanding out to lands such as these? To give the game more scope, to encourage exploration (and piracy!) and to bring a wider variety of faces and voices to Théah’s shores. We think 7th Sea needs more sea travel, more adventure in far off places, and a more diverse setting. The world is a big place, and there are villains to fight and lands to explore a plenty in the new world.

The New World contains all the information you need to tell stories in a newly-discovered continent far away from Théah’s shore, including rules for making characters from this new continent. In fact, you can use this book to play 7th Sea without any Théans at all—although you need the corebook for the rules—as your characters defend their homes, their cultures, and their future from villains both local and foreign.

And as we hit more stretch goals, we might find even more new lands beyond Théah’s borders…

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In addition to myself, we have these fine people working with us to bring 7th Sea to your gaming table. A loyal crew, fit for a voyage across the whole of Théah!

Sally Christensen is the copy editor for the 7th Sea: Second Edition Quick Start. When not writing or editing, Sally crochets unspeakable evil. She lives in the wilds of north Toronto, along with two cats, a Portuguese viking, and her tiny overlord.

Brendan Conway is the developmental editor for 7th Sea: Second and a co-owner of and staff writer for Magpie Games. He’s worked on the Firefly RPG for Margaret Weis Productions, theBulldogs! Fate Core Edition for Galileo Games, and Magpie’s own Urban Shadows and Fate Codex. He’s the writer and developer of the first three books in Magpie’s Chaos World series, and Masks, a game of young superheroes.

Michael Curry is the systems lead for 7th Sea: Second Edition. An avid roleplayer and Game Master for the better part of two decades, with experience in everything from Dungeons & Dragons to Dogs in the Vineyard. Michael has a love of RPGs that, like so many others, started in his teens and continues to this day. He was a host for the Bear Swarm! Podcast for nearly five years. He was born in the south, and lives in the Midwest. He adamantly believes that dogs are better than cats in every way.

Thomas Deeny is the graphic designer for 7th Sea: Second Edition. His layout and design work can be found in Growling Door Games’ Chill RPG, Dead Gentlemen’s Demon Hunters RPG, Margaret Weis Productions’ Firefly RPG line, AEG’s Nightfall and Tempest game lines, and upcoming titles from Tasty Minstrel Games. Thomas is an evangelist for hobby gaming, and helped to organize the gaming community in southern Arizona, working with manufacturers, retailers, and gamers to develop community awareness of the hobby. You can review his published works at denaghdesign.com and follow him on Twitter at @denaghdesign.

Mark Diaz Truman is the project manager for 7th Sea: Second Edition. In addition to his work as a co-owner of Magpie Games, Mark has worked with John Wick to produce Wicked Fantasy,Wield, Play Dirty 2, Curse of the Yellow Sign, and more. He’s honored to join the crew… but mostly works below deck to make sure the whole thing stays afloat.

Rob Justice is an assistant developer for 7th Sea. After role-playing for over a decade, Rob co-founded the internet’s first explicit RPG discussion podcast, The Bear Swarm!, in 2008. Since then he has hosted numerous RPG related podcasts including BS! Radio, Digging for Diamonds, and The Commute. In 2010 he self-published his first game, Danger Close, as a free PDF on his website. Rob began working with John Wick Presents in 2015 when he co-developed Unspeakable for Curse of the Yellow Sign. He adamantly believes that cats are better than dogs in every way.

Marissa Kelly (MK) is the co-founder of Magpie Games and the author of Epyllion, a dragon epic RPG and co-author of Bluebeard’s Bride. In addition to her design work, Marissa also handles art direction for Magpie Games (Urban Shadows, Masks), Evil Hat Productions (Fate Worlds), John Wick Presents (7th Sea: Second Edition), and Storium. She also works as a paleontology intern throughout the year, spending summers in Montana and Wyoming doing field work.

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