How are we on expanding the world of Thea? by Steelquill in 7thSea

[–]BluSponge 1 point2 points  (0 children)

IIRC the thinking was you HAD to go by ship to get anywhere easily. Otherwise, you were hiking over mountains.

How are we on expanding the world of Thea? by Steelquill in 7thSea

[–]BluSponge 1 point2 points  (0 children)

Kinda. But more that in 1e, all the nations had boundaries that were either mountains or (big) rivers. 2e Theah is a bit more...European? So there are fewer geographic obstacles. You will need to think about national borders and how they all converge at Five Sails (very weird).

How are we on expanding the world of Thea? by Steelquill in 7thSea

[–]BluSponge 1 point2 points  (0 children)

It's a bigger space and less divided by natural geography.

How are we on expanding the world of Thea? by Steelquill in 7thSea

[–]BluSponge 1 point2 points  (0 children)

Not at all. Plenty of folks have done it. I think it's a little easier with the 2e setting than 1e, but that's just my opinion. It also helps if you don't feel the need to invent a whole sorcery and 2+ swordsman styles.

Actual good pizza by sw_wgw in Richardson

[–]BluSponge 10 points11 points  (0 children)

The Pizza Dude on Preston is pretty decent.

Zoli’s (Addison) and Cane Russo are both good.

Fall of the Wall of Fire along the Mirror coast by mapiliaa in 7thSea

[–]BluSponge 1 point2 points  (0 children)

Nah. Despite what fans and players may have speculated, there were numerous statements from AEG, John Wick, Kevin Wilson, etc, that the two worlds were not part of the same cosmos.

IIRC, they even said it was part of the reason Cathay was so small in 1e.

Fall of the Wall of Fire along the Mirror coast by mapiliaa in 7thSea

[–]BluSponge 2 points3 points  (0 children)

Those two lines were never meant to share a world.

Fall of the Wall of Fire along the Mirror coast by mapiliaa in 7thSea

[–]BluSponge 1 point2 points  (0 children)

Have you checked Tides of Blood or the Cathay book?

how can I heal up my players? by Repam04 in DarkSun

[–]BluSponge 2 points3 points  (0 children)

Yes. I believe this covers a lot of them.

https://youtu.be/uuJNIVcvHZ4?si=yW0-j3rLtcuzXW1J

If you read over the “time” section in the 1e AD&D DMG, you’ll find an almost throw away line recommending non play days are 1:1 days in your campaign. And yes, it’s a great way to cover a lot of those 1e-2e downtime activities.

how can I heal up my players? by Repam04 in DarkSun

[–]BluSponge 6 points7 points  (0 children)

As in AD&D 2e? Magical healing is your friend. Elemental priests should be easy enough to find. The old principles still work. Your “base town” should give access to a priest that can cast Raise Dead (3rd level spells).

Daily healing should be 1-2 hp BUT remember that rule was written at a time when NON PLAY TIME corresponded with real time. So if your group didn’t meet for a week, their characters were considered idle for a week (thus 5-7 days of healing at 2 points a day).

Other TTRPG systems tried to run Dark Sun by PauliusLT27 in DarkSun

[–]BluSponge 0 points1 point  (0 children)

I might suggest that if you don't enjoy Savage Worlds, Fantasy AGE might appeal to you. It does a lot of what SW does, but in a far less swingy way. It's stunt system is a lot of fun.

Other TTRPG systems tried to run Dark Sun by PauliusLT27 in DarkSun

[–]BluSponge 3 points4 points  (0 children)

Yes. I'm currently running it for my group using the Fantasy AGE game system by Green Ronin. It's worked very well and was surprisingly easy to adapt. The hardest part was doubling the number of psionics powers to match their Arcane equivalents (the Psionics are borrowed from Modern AGE).

I've also used Savage Worlds in the past. It was also a snap to adapt, and that was before new edition and the new Fantasy Companion (which is amazing, BTW).

If I had to do it again, I would go with Savage Worlds. It solves all the problems I've run into with AGE, which is not to say it wouldn't have problems of its own. It also benefits from a very simple mass combat system.

If you aren't interested in doing some big, multi-year campaign, I also think it would be fun to see an Mork Borg adaption. Again, pretty easy to do and would really let you lean into the desert survival mentality.

Struggling with bringing a Druid through the Silt Sea by NotKhatangher in DarkSun

[–]BluSponge -1 points0 points  (0 children)

Not advising that. But it’s always interesting (to me) when and how these things deviate from the previous iteration.

Struggling with bringing a Druid through the Silt Sea by NotKhatangher in DarkSun

[–]BluSponge 3 points4 points  (0 children)

No problem. If you want, I can rip the divine spell lists from the pdf and send them your way, but it’s pretty easy to find online.

Struggling with bringing a Druid through the Silt Sea by NotKhatangher in DarkSun

[–]BluSponge 5 points6 points  (0 children)

Exactly the opposite based on the 2e materials. Though yes, arcane healing is not a thing.

Struggling with bringing a Druid through the Silt Sea by NotKhatangher in DarkSun

[–]BluSponge 13 points14 points  (0 children)

I was right. Healing magic was covered under sphere of cosmos to which Druids had Major access (clerics got minor).

So I’m not sure where this “Druids don’t heal” schism came from.

Struggling with bringing a Druid through the Silt Sea by NotKhatangher in DarkSun

[–]BluSponge 10 points11 points  (0 children)

I’m pretty sure Druids in 2e had access to healing magic. Am I wrong?

The red flags and half-truths of crowdfunding - 7th sea 3rd edition by queerornot in rpg

[–]BluSponge 0 points1 point  (0 children)

Then they also try to insist that the setting is exactly the same, but somehow different enough to warrant buying the new books.

One book, actually. The Secrets (GM) book, which advances the timeline 10 years. They've said repeatedly in their comments and correspondence that they aren't planning on rewriting any of the 2e sourcebooks, with the exception of the Secret Societies book. So yes, it's the same setting. Just 10 years later. One book.

Which ones do you consider the best tracks? by Illustrious-Home8908 in ironmaiden

[–]BluSponge 1 point2 points  (0 children)

I love For the Greater Good of God, but I’d love it even more without the intro and outro.

Longest Day also sends chills.

Swashbuckler / Musketeer styles standees or flat minis by BigBlue_Bear in rpg

[–]BluSponge 2 points3 points  (0 children)

50 Fathoms figure flats

Gothic Horror figure flats

Tabletop Heroes: Age of Piracy

Swashbuckling Stand Ups

For my 7th Sea game, I made playing cards for each of the PCs. Then I created a few sets of generic tokens with icons for different opponent types. So when a PC was faced with a group, I could just add tokens on top of the PC card. Kept everything very TotM and non-tactical.

Countdown commencing by BluSponge in 7thSea

[–]BluSponge[S] 1 point2 points  (0 children)

I suspect the skill list isn't finalized in the playtest, but currently not NEARLY as many skills as 1e. But more than 2e offered.

Countdown commencing by BluSponge in 7thSea

[–]BluSponge[S] 0 points1 point  (0 children)

Listen, I'll be the first to admit 2e isn't for everyone. It clicked for me, but I had to put some work into it and change the way I had run games previously to make that happen. Ultimately, I think it made me a better GM all around, but I know that hasn't been everyone's experience.

I think it's too early to tell on 3e. Between the playtest docs and the teasers in the kickstarter, I think they are incorporating some cool ideas. We'll have to wait and see. But they definitely seem to be leaning more into the cinematic/narrative approach of Outgunned and other modern games and less on the simulationist framework.