7th Sea (second edition) by John Wick Presents is a roleplaying game of swashbuckling and sorcery in a fantasy version of 17th century Europe. I’m currently running a short campaign. The players and I are having fun, but I’ll probably never run it again and one of the players who had intended to run it himself has been put off from doing that. Some of the mechanics are great and powerful additions to the RPG designer’s toolbox; in other places the core rules feel unclear and frustrating, putting a burden on the GM to make rulings.
This isn’t a thorough review of the game (Rob Donoghue has you covered if that’s what you want), but it is a look at some specific areas that I feel are worthy of greater attention. First up is Stories, and players taking the helm for their own development.