Heroic Stories in Khitai

7th Sea: Khitai – The Duel

Khitai presents opportunities for heroic stories very different than the ones we see in western culture. The typical western hero is a renegade, rebelling against the corrupt tyranny of society. In the west, we distrust authority, often casting such figures and structures as villains. Think of Darth Vader and the Emperor in Star Wars, the Alliance in Firefly, or even Principal Rooney from Ferris Bueller’s Day Off. These people and entities exist as villains in the west because we, as a people, feel distrust of authority is virtuous. A citizen’s duty is to guard and monitor people and structures of authority.

However, the Eastern Hero we’ll find in Khitai has a different attitude toward those same people and structures. In Khitai, a Hero’s duty is to protect those people and structures. Think of the role of the yojimbo: a bodyguard who puts the life of his charge above his own. This is because Khitai views human institutions as representations of natural order. All the world has order: the turn of the seasons, the movement of stars, the cycle of life and death. Everything has an order, and that includes the lives and destinies of human beings. The purpose of authority is to maintain the health and welfare of its people. When all things are in balance, people and institutions work toward this goal, but when they are not in balance, people and institutions begin thinking about themselves above the welfare of others. This kind of selfish pride is often considered the worst kind of villainy in Khitai. A human who thinks she is above the natural order, thus throwing off the cosmic balance, bringing suffering and despair to others, just to nurture her own pride.

“Everything has an order, and that includes the lives and destinies of human beings.”

So, let’s return to Star Wars for a moment. For while it may appear to be the story of a Western Hero rebelling against authority, Luke Skywalker is actually an Eastern Hero trying to restore balance to a galaxy that has been thrown out of balance. The Empire could be using its power to bring peace and plenty to its people, but instead, serves the selfish needs of a very few. The Rebellion seeks a political solution to the problem, but Skywalker knows the solution is actually metaphysical. The soul of the galaxy is at stake, and the only way to save it is to redeem it. And that means redeeming the soul of his father, Anakin Skywalker: a hero who failed his own test, just as Luke is in real danger of failing his own. In the end, by casting down his weapon, Luke is willing to give his life to prove to his father that he does have light still in his soul. And his sacrifice—his unwillingness to fight the Emperor—Luke redeems his father, transforming him from Darth Vader to Anakin Skywalker again.

Han Solo, on the other hand, is the Western Hero. He’s a smuggler and a thief, dodging authority whenever he can. He doesn’t trust the Empire because it is authoritarian—as opposed to Luke who fights against it because it’s villainous. Han gets involved because he wants the money promised him, but he stays involved because of his friendship with Luke and because he’s fallen in love with Leia. And while those motivations are selfish, the outcome—the overthrow of the Empire—is still a just cause in his eyes. Solo is selfish, but he’s only selfish up to a point. He probably wouldn’t smuggle slaves, for example. He wouldn’t use his profession to protect the Empire or help it flourish. He’s still a hero, even if some of his motivations are less than heroic.

Han Solo represents the things we admire about the Western Hero.

In the end, Solo represents everything we admire about the Western Hero while Luke represents everything we admire about the Eastern Hero. Han values freedom. He’s highly independent and provincial and informal. Luke values virtue, and wants to save the galaxy from something he views as morally foul. Han wants to dismantle the Empire because he believes that freedom itself is a virtue. Luke wants to dismantle the empire because he believes it doesn’t serve its people in the appropriate way.

Granted, Luke’s journey begins as a revenge quest. The Empire killed his family—both his father and his aunt and uncle—but he eventually overcomes that hate and his own personal motivations. He realizes vengeance will not solve the problem. Solo, on the other hand, maintains his personal motivations and helps overcome the Empire because his personal motivations give him the strength and courage he needs to be a hero.

And so we have the Théan Hero empowered by freedom and the Eastern Hero empowered by balance. In the end, both Heroes want the same thing: peace and harmony for all. But they get there on two separate paths. This isn’t to say that they can’t sit together at the same gaming table and fight against villainy. Just as Luke and Han fight together, so can your Théah and Khitai Heroes fight together. But they get to bicker and argue all the way, just as Han and Luke do.

The friends who fight together, stay together.

7th Sea: Khitai is coming to Kickstarter October 3rd. To celebrate the first major expansion of 7th Sea’s world, we’re sharing stories and thoughts straight from the developers. We’ll be discussing people, places, magic, game systems, and what the designers themselves are most excited about! Stay tuned.

Vote for 7th Sea at the ENnies

Summer is con season, but that also means it’s awards season. We got nominated for an Origins Award, won a Golden Geek, and now, it’s time for the ENnies.

Usually, I don’t get excited about awards, because I’ve won my share, but this year is a little different. People like Mike Curry, Rob Justice and Mark Richardson are up for the first time and it would be really cool to let them take the stage. That’s my plan, anyway.

So, yeah. I’d like to see the people who worked so hard to bring 7th Sea: Second Edition to life get some recognition for that. And you can help. Go to the ENnies website and vote. If you think we deserve an award, give us a thumbs up. That way, the folks who brought you 7th Sea 2e will get that recognition they deserve.

Thanks and see you at GenCon!

-John


For quick reference, here are the nomination categories. Thank you for your vote!

Click here to vote.

 

 

 

The War of the Cross: A Letter From John

Hi everybody!

It’s hard to believe that the Kickstarter launch for The War of the Cross is just one week away. We’re going to be publishing updates every day this week to talk more about the game and to share our excitement. Today, I’m here to tell you a little bit about the history of The War of the Cross board game. It all starts twenty years ago. Actually, twenty-two, but who’s counting?

Back in Rancho Cucamonga, California, in the AEG offices, Dave Williams and I (and others) were working on the Legend of the Five Rings collectible card game. We were all first time game designers, flying without radar, fresh out of college and thought we knew everything. Dave and I began bonding over games, and as we talked, we found out we two mutual favorites: Avalon Hill’s Dune and Diplomacy.

Dune Board Game print-and-play recreation, Image from Board Game Geek

We used to talk about a board game that combined the best aspects of both games. Not a lot of math, intuitive rules, lots of diplomacy and secrets. But L5R dominated our time back then. Dave and I both went on to win Origins Awards—for Best Collectible Card Game and Best Roleplaying Game—and a lot of that had to do with the chemistry we had. Dave was in charge of mechanics and I was in charge of story, but I was always in Dave’s office making suggestions and he was always in my office making them, too. It was kind of like a guitarist and lead singer playing off each other’s strengths. That chemistry, I think, is one of the many reasons L5R really felt like capturing lightning in a bottle.

Many years later, when the 7th Sea Kickstarter exploded, Mark Diaz Truman and I talked about making a board game stretch goal. And as soon as we did, I thought of Dave and the game we always wanted to make together. So, we gave him a call.

Dave jumped at the opportunity, but insisted we bring Luke Peterschmidt on as well. I’ve known Luke almost as long as I’ve known Dave. He’s been doing board game Kickstarters for a while and had the kind of experience neither of us had: actual production. That’s so important. So many landmines you have no idea are out there waiting for you, and Luke knew them all.

Dave and Luke drew up a board and started proposing rules. Mark and I threw feedback at them and things started moving fast. Big changes, little changes. But the goal was always the same: simple game, intuitive rules, no dice, lots of diplomacy, and secrets. We stuck to those goals and one day, I received a working prototype in the mail.

Meanwhile, Thomas Deeny and Mark Richardson—layout and cartography, respectively—started making a board. Thomas has experience in board game layout, so his insight came in useful as well. And, of course, Mark’s attention to detail added even more awesome.

Side-by-side of early version of map and final map

And now, as I write this, we have a game that I think achieves all the goals young Dave Williams and John Wick wanted those twenty years ago.

And let me tell you, honestly, no BS plug here: I love playing this game. I’ve been playing it almost non-stop since I got the materials in the mail. I’ve been playing it with folks new to strategy games, folks who play a lot of strategy games and a whole ton of grognards (a term I not only use as a compliment, but considering my age and time in the industry, now wear with pride). A local game designer here in Phoenix—a man with some merit—told me, “I like this game more than Diplomacy.” That made my heart two times too big for my chest.

The game also accomplishes another goal of mine: it broadens the world of 7th Sea. The 30-year long incident known as “The War of the Cross” has always been a kind of mystery. Everybody knows about it, but not everybody knows what happened. Now, with this game, we can tell the story of a three decade long war that nearly tore Théah apart. And there are secrets—oh, yes my friends, there are secrets—waiting for you to uncover in the game. The origins of the war go deeper than politics. And why did the war go on for so long? There’s a reason. It’s ugly and awful. And you’re going to be mad.

Let me say that again: you’re going to be damn angry. And when the Heroes of Théah discovered it…

Well, let’s just say you’ll be finding that all out in The War of the Cross.

See you there!

-John Wick


The War of the Cross launches June 20th on Kickstarter. We’ll be counting down with daily updates and sneak peeks of the board game on the 7th Sea mailing list. Sign up to receive those updates here:

Awards Suck…Until You Win One

That picture is me holding the “Golden Geek” award for Best RPG from Boardgamegeek.com. See that look on my face? It’s a look of suspicion. As in, “I don’t trust you.”

I have mixed feelings about awards. And as award season begins this year, I find myself thinking a lot about them. I mean, I could write an essay about awards after awards season, but that seems…you know…disingenuous. Best to do it before all the nominations start so I can sabotage my company’s efforts up front rather than seeming to bitch about them afterward.

I’ve won a pretty good number of them. RPGA Player’s Choice Award for Best RPG, Origins Award for Best RPG (twice), I was on the design team for Best CCG (again, twice)…I’ve won my fair share of them. And winning an award is fun. It’s recognition from fans and peers that you’ve done a great job.

7th Sea Second Edition was the result of a lot of work from a lot of different people. Mark Diaz Truman, Marissa Kelly, Mike Curry, Rob Justice, Jess Heinig, Thomas Deeny, Mark Richardson, Brendan Conway, Sally Richardson, Amanda Valentine, Shen Fei, Giorgio Baroni, Manuel Castañon Gurerero, El Tio Drake, Young Yi Lee, Digeo Rodriguez, Beth Sobel, Meagant Trott…and that’s just to name a few. That’s a lot of people doing a lot of hard work to make 7th Sea a great game. And they all deserve recognition for their work.

But is it “the best” game?

I’ve never been a fan of the idea of “best.” In fact, it unsettles me. I don’t know how you evaluate any work of art over another. Is 7th Sea better than Masks (the runner up)? I don’t know. Or Wrath of the Autarch? I don’t know. I own both of them and I don’t know which measuring stick anyone uses to evaluate one RPG over another one.

Instead of definitive terms such as “better” and “best,” I like to use more subjective terms such as “favorite.” Pendragon is one of my favorite RPGs. I don’t know if it’s the best RPG, but I do know it’s one of my favorites. Over the Edge kicked me in the teeth with its design and presentation and I know other game designers have cited it as an RPG that influenced them as well. But is it “the best?” Very soon, Pinnacle will be launching a Kickstarter for the new edition of Torg. I love that game and can name at least ten other designers who do as well. But is it “the best?” I have no idea because I don’t know what criteria to use. And I’m pretty sure every person has their own way of evaluating games. Kind of like measuring apples and oranges but worse because everyone has their own definitions of apple and orange and what makes those things better than the other.

I’m also suspicious of awards because they make the whole creative process into a competition. I’ve already played in the Camarilla and I’ve seen what happens when you add PVP to the creative process, so no, thank you. I prefer helping and working with my fellow creators, not compete against them.

Awards also get into your head. Make you feel like you’re better than you are. Go back to the early days of the Legend of the Five Rings forums and look for my name. Yeah, you’ll see how quick awards can go to a normally humble guy from Minnesota’s head. It happened so fast, I don’t even remember when the transformation took place.

I remember winning the Best RPG Origins Award for Legend of the Five Rings. I was so damn proud, but at the same time, I also felt awful for the folks who didn’t win that award. I wanted to apologize. I loved their games. At the same time, I remembered that my mom—who threw away all my RPGs when Oprah said they were “Satanic”—was waiting by the phone to hear if we had won. I broke up on stage in front of a bunch of people. I was proud of what we accomplished, but at the same time, I was thinking of everyone else who was nominated and how they deserved the right to stand on the stage with me. They had produced games I loved. They deserved the same spotlight as me.

So, as awards season approaches, I view it with both hope and suspicion. Hope because a lot of the folks who worked on 7th Sea haven’t won awards yet and they deserve to have a moment standing on stage, feeling that joy and elation. And suspicion because…well, all that I’ve already said. To all the winners this year, I offer you my congratulations. And to all the “losers,” I offer you my congratulations as well. Maybe I’ll make my own awards and hand them out at the big cons this year.

Yeah…I’ll have to talk to Hannah about that…

Let It Go

I do a lot of game design seminars and I always meet “The Guy.” He always says the same thing, too. He raises his hand and says, “I’ve been designing a roleplaying game for twenty years now…”

I stop him. Right there. I know exactly where this is going and I need to stop it before it gets any further. I say, “In twenty years, I’ve designed almost thirty roleplaying games. You need to crap or get off the pot, pal.”

That’s usually when The Guy gets up and walks out. And in twenty years, he’ll still be designing the same game. He’ll never be finished.

That’s because he’s unwilling to do the hardest part of design or writing or painting or anything else: letting it go.

I told Mike Curry and Rob Justice this. “Every day, you wake up and know how to make your game better. Every day. Even the day after you sent it to the printer. Even the day after it shows up in bookstores. Even a year after that. Every day.”

The hardest part is letting it go.

I’m elbow deep in the second draft of Born Under the Black Flag, the second 7th Sea novel. The first one was damn hard. This one was easier. Not a lot easier, but I did a few things I did not do with the first novel. First, I made an outline. Black Flag jumps back and forth through the life of Thomas St. Claire, a pirate in the world of Théah, and I wanted to know where the past and present were going to be. I outlined the chapters on index cards and put them down on the floor with numbers. Then, I picked them up in the order I wanted the novel, giving them letters. I shuffled them around a bit, scratched out some numbers and letters, and when I was finished, I started writing.

I finished just as my deadline hit. I mean, on the same day. Daughter of Fate—the first novel—got pushed back 30 days because I wasn’t finished with it. But St. Claire had a goal, a simple goal, and he was able to reach it because he was willing to spill blood to do it.

First draft done, I sent it off to Amanda Valentine and take a year end vacation, not thinking about the novel for a while so I could approach it with new eyes. Also, I spent some time doing research and reading Patrick O’Brien.

I knew a novel about pirates would need some O’Brien in it. There was already a little—maybe 1 O’Brien’s worth—but I wanted more. Not a lot more, but enough to satisfy myself and the other fans of his work.

O’Brien was the author of the Master and Commander novels—among others—and his storytelling made my heart ache. I couldn’t capture the same authenticity he did—I simply did not have the level of knowledge he had—but I wanted to make sure the nautical elements felt authentic enough.

I told Amanda that when I sent it off to her and she said she would help me out. She had a couple of friends who were O’Brien fans, so when I finished the second draft, she would hand it over to them for feedback.

Last night, I was going through her edits, making changes both big and small, when it came time to introduce the first ship in the book. And this is where I needed to raise the O’Brien Factor. I spent an hour and a half writing a single paragraph. One hundred and thirty words. I wanted them to be the right words. To make St. Claire’s inspection of the ship feel authentic.

Ninety minutes on those words. It was some of the hardest writing I’ve ever done. But I went to bed happy. This morning, I sent them to Ben Woerner who gave me feedback and added a little bit about hammocks. And then, I read it back to myself—out loud. And I was happy. Damn happy.

The Galente was a fluyt out of Vestenmennavenjar. A merchant ship smaller than those from Montaigne or Castille, clearly influenced by recent Avalon designs. The ship was round like a pear when viewed from the fore or aft and the forefoot had greater rake. Despite its size, she could handle shallower waters than most and the aftcastle was tall, giving plenty of room to the officers and the captain. A sure sign of vanity. The masthead caps were wide and she had little room for cannons. All of it was for crew and cargo. Her rigging was designed to minimize the first of them. She was tall and proud, few guns. And she was fast. Damn fast. Just a few carpenters and the right directions, and she’d be a fighting ship in a month.

After I was done, I sent the words to Jessica. She’s my Jane Austen fan. I sent them along with the request, “Please tell me if you get lost in the jargon.” I wanted to make sure there was just enough she could understand what was going on. She sent me this reply:

This is the sort of paragraph I skip when reading. If a fluyt is a real ship, then I don’t want someone spelling it out for me in text. That’s what Wikipedia is for. Talk about the significance that whoever’s POV would be considering.

Things like “A sure sign of vanity” are hints of a good direction.  I want to hear the captain (or whoever) size her up, like a sailor would. I know no one knows what a fluyt is anymore, but ignore that. hide the information in the captain’s evaluation of his dreams and plans for her.

A merchant ship means he can hide his nature. That should be emphasized rather than comparing it to other nations.

A sure sign of vanity, but he could afford that. or maybe it would extend to his men, proud to have such a vessel. They will work harder.

I don’t know. But make it personal. Make it real. This is a text book description. Jargon smargon. It’s missing the people and the reasons.

Needless to say, I was heartbroken. I loved those words. I worked hard on those words. Dammit. DAMMIT.

Okay, okay. Take a breath. You know why you’re upset. You know why.

She’s right.

So, after stomping around the room for a little while, I set myself back behind the keyboard and began editing. Looking at Jessica’s feedback and using it. And what I got, after another hour of work, was something better. Not just better, something that Ben Woerner said “gave me chills” after reading it.

Yeah. It was better.

I wasn’t The Guy. I wasn’t going to walk out of the room when someone challenged me. I was going to listen and think.

And let it go.

St. Claire walked along the Galente, his eyes and mind taking in all the details. She was a fluyt out of Vestenmennavenjar: a merchant ship smaller than those from Montaigne or Castille, clearly influenced by recent Avalon designs. She was round like a pear when viewed from the fore or aft and the forefoot had greater rake. That meant he could sail her in shallower waters, hiding behind islands from larger ships. He could sail her up rivers, giving him access to ports and escape routes larger fighting ships could not manage.

The aftcastle was tall, giving plenty of room to the officers and the captain. St. Claire snickered. A sure sign of vanity on the part of the captain. Made the officers’ cabins easy targets for other ships. That would have to go.

She had little room for cannons. Only six per side. Instead of cannon decks, the Galente had room for cargo. She was a merchant ship, after all. Claire didn’t need many more guns, what he needed was speed, and the Galente had plenty of that. Her rigging was designed for minimal crew and outracing pirates. She was fast. Damn fast.

He knew what he had to do. Lose some cargo space with double hammocks and she could carry plenty of fighting men along with a small working crew. Add chase guns to the fore and aft, keeping sharp shooters in the rigging. Hiding in shallow waters at night, waiting for larger ships to go by, sailing right up to their hulls, moving so fast, the enemy’s cannons would fire too long, splashing cannons behind them. Then, unleash the marines. If he got that close, most ATC ships would surrender without ever firing a shot.

Just a few carpenters and the right directions, and she’d be a fighting ship in a month.

Rulings, Not Rules

(from the forthcoming 7th Sea: Second Edition Game Master chapter)

People always ask me how I feel about hearing GMs change the rules of games I’ve published. I always say the same thing: “Great! I’d love to see what they came up with.” That answer tends to confuse people, so then I often have to explain that I see RPGs as a kind of oral tradition. You can go to different cities, sit down at different game tables and play different versions of 7th Sea. To me, that’s exciting. And it was hard for me to explain why… until recently.

A few months ago, I read an article online called “How I helped to pull the rope that tolled the bell for OD&D.” (You can read it here.)

The article stunned me. In summation, the author—a kindly gentleman named Tim Kask—talks about the earliest days of Dungeons & Dragons, and how the rulebook wasn’t a rulebook at all, but a list of example rulings. The difference, he argued, was that rulings gave the Dungeon Master freedom to improvise creatively while rules limited the DM’s ability to run the game. He lamented that later editions went to the side of rules vs rulings and the game has suffered ever since.

Like I said, the article stunned me. (I could talk about it for hours, really. And have.) And it also got me thinking about how I run my own table. Many times, if I can’t think of a specific rule, I make something up on the spot. A quick ruling that’s fair, but also fast. I make the promise, “After the game, I’ll look up the rule,” and I do and try to keep it in my head for the next time. But, generally, if I can’t think of a rule, I ask for a quick roll of the dice. If the player has an Advantage that would benefit him, I let him use it. Sometimes, I even ignore an existing rule and create a new one that better fits the circumstance.

That’s how I want you to look at these rules. These are the rulings we’ve come up with, that we’ve found fair and useful. Sometimes, they’ll get in the way and a quick roll of the dice may be a better solution. Sometimes, the rules we’ve given you will fit like a glove and add to the fun.

The end result of all this navel-gazing is a simple piece of advice. When it comes time to run the game, you don’t need to have all 300 pages memorized. Just stick to the basics:

  1. You Create a Scene.
  2. Players Create Raises.
  3. Players use Raises to change the Scene.

That’s really all you need. Those are the only rules. All the rest is rulings. Suggestions we found useful. You may not find them useful. You may ditch one in a moment of forgetfulness or panic or dramatic necessity.

That’s okay. Nobody’s sending the 7th Sea Rules Enforcement Force to your door to make sure you get everything right.

Improvise. Have fun. And remember: it’s a storytelling game. And these are your friends. More importantly, this is your game. You bought it. You can change whatever you want in it, including the rules. Sometimes, especially the rules.

7th Sea 2nd Edition Quickstart FAQ

Here are the biggest questions. We’ll be adding/updating/editing them as we go. If you have a question we didn’t address, just add it as a comment!

Who goes first in Contested Risks?

Whoever has the most Raises spends the first Raise. By the way, we are re-designing contested risks in a big way. You should see something soon.

What if a player/GM uses a rule to be a jerk?

Sorry, I can’t fix that, and honestly, that’s the GM’s job. She maintains the order at the table. To quote our friend Jesse Heinig, “Best you can do is encourage desired behaviors and discourage unwanted ones.”

What does the “Reroll” tag at the bottom of the Skills list mean?

It means that, if you have at least two Ranks in a Skill, you can reroll one die every time you make a Risk using that Skill. If you had at least four Rank in a Skill, you could reroll two dice every time you made a Risk, but in the Quickstart, nobody has four Ranks yet.

Do the Heroes get 2 bonus dice against a Villain when the Villain has two Dramatic Wounds?

Nope. Villains just keep on tickin’ until you knock ‘em down.

When you reach your third Dramatic Wound, is it just nines that count as tens, or do you now only require a total of nine to make a Raise?

Your 9’s count as 10’s on the dice. To make Raises, you still need to make a total of 10.

Can Keen Senses be used for eavesdropping?

Absolutely.

Can another Hero aid a dueling Hero by spending a Hero Point (such as shouting encouragement or yelling advice, or insulting their opponent)?

Yes.

When performing a Duel Maneuver, does it cost 1 Raise for the Maneuver itself?

No. If you spend 3 Raises to slash, your opponent takes 3 Wounds. There is no “start up cost.”

It seems to me that the hero point system is designed so a player never uses their own hero points, but need to coordinate with the rest of the group and share them. Is that correct?

I wouldn’t say “never uses their own,” but a single Hero Point from your friends is worth more than a single Hero Point from yourself. It’s important to remember that you can only receive a single Hero Point from another Hero to help you in a Risk. You can use as many of your own as you want.

There are some other factors at play, however. The person giving you the Hero Point does need to play into the Risk in some way, even if it is only emotional or inspirational. They also have to have a Hero Point to give you, or one that they are willing to give; you can only receive Hero Points from other players to get bonus dice, not to activate effects. So if I really need to use my Second Story Work here in a second, I can’t afford to give you my Hero Point so that you can get dice.

Will there be a guide to convert characters from original 7th Sea to the new system?

Probably. If you want to play an experienced character from 1st Edition to 2nd Edition, use John’s Unofficial Conversion Rules:

  1. Make the character you want to play.
  2. If you have any questions, see Rule 1.

I have a question you haven’t answered. Can you answer it?

Yes! Send us the question and we’ll do our best to answer it quickly and concisely.