Tag Archives: 7th Sea

Gervais Fournier

Game: 7th Sea (Alderac Entertainment Group, 2000 [second printing])

My Experience: I’ve run this one for a couple of one-shots, played in a couple of convention games, and was a regular in Tracker7’s campaign back in the early 2000s. It remains one of my go-to settings for ahistorical Renaissance swashbuckling, intrigue, and general.


Gervais Fournier, Reluctant Porte Sorcerer

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Favoritism

Last week’s post on go-to game systems got me thinking about the settings I love and why I love them.

My lifetime achievement award for an intricately-detailed, internally-consistent, hugely-expansive setting has rested with Blue Planet ever since I first encountered it in the early 2000s. It’s worldbuilding at its finest, a sci-fi frontier setting that supports a broad spectrum of campaign styles. Its fatal flaw, if there is one, is that it has no default campaign. Without a clear vision of “we’re playing to do these things,” it seems very easy for a campaign to drown in options. But hot damn, the options.

Shadowrun (at least through the end of the 3e run) is every bit as detailed as Blue Planet, and benefits from an immensely-greater number of supplements. The FASA authors and developers crafted a fantastic world that could range from noir to gonzo while remaining internally-consistent. Moreover, the setting writing is a joy to read. I’ll still go back to 1e sourcebooks just to watch the in-setting conversations reveal another slice of the world’s secrets.

For big ideas and sweeping four-color generalizations, I adore the original 7th Sea. My elevator pitch for it has always been “the coolest parts of early Renaissance Europe filtered through the lens of Disney’s The Three Musketeers.” Every nation its its own unique setting that supports a different style of play. Theah as a whole is somehow stitched together in a way that feels cohesive rather than the half-assed patchwork that could easily result from a less-skilled attempt at putting together a kitchen sink setting.

The setting in which I’d most want to be a player character is Trinity. It’s not quite utopian sci-fi – the setting has plenty of dark places and rough edges, and there are ample reminders that when we went out into the stars, the monsters we brought with us were just as bad as the ones we found. But the overall tone is hopeful. It’s a setting in which humanity is striving toward a common goal but not united, in which the world is better but has been through some really bad times within living memory, and in which PCs can fundamentally make a difference on scales from human to interstellar. (Plus, I was an intern at the Wolf while the initial development cycle was under way, so it’ll always have a place in my heart for its proximity even though I had zero involvement with it.)

The setting in which I’ve spent the most time immersed is a toss-up, but I’d have to say that Twilight: 2000 wins by a nose over the (Old) World of Darkness. I’ve spent at least an order of magnitude more time playing the WoD line. Most of my closest, longest-lasting friendships came out of those gaming groups. It’s the foundation of my body of freelance work. But T2k is the dark future of the ’80s that I found the most compelling when I was a young gamer, and I keep coming back to it over and over again. It offers me a broken world whose fires are still smoldering, where memory of the world-that-was is still alive, and in which there is a faint hope of stabilizing the downward slide and starting the generations-long recovery process. Taken to the extreme, it’s the gaming counterpart to the calling that is my second career, and the same urge to bring order from chaos is what draws me to both of them.

Phasianidae

Occasionally, my brain does strange things with syntax. Such was the case when I recently became aware of the peacock spider. If we have peacock spiders, I asked, why can’t we have spider peacocks?

So in my headcanon, the spider peacock is now a thing in the 7th Sea game setting.

It started out as a Montaigne attempt to breed a mute peafowl that would be decorative without disrupting garden parties with its shrieks. The result wasn’t a mute bird, but rather one with raspy, rattling vocalizations – sounding, quite frankly, like a woman being strangled rather than one being knifed. As if that weren’t enough, the breed’s plumage lost much of its coloration, becoming silvery grey and the dark red-brown of dried blood. This might have been the end of the experiment if not for the elaborate patterns on the fowl’s tailfeathers, which resembled unique, intricate spiderwebs when raised in full display.

While a few eccentric Montaigne do still keep flocks of these “spider peacocks,” the primary market for the breed is, unsurprisingly, Vodacce. There, they are cherished pets, allowed to freely roam their owners’ estates. Some Vodacce believe that spider peacocks also can sense when a sorte strega tugs the strands of Fate in their vicinity, and that their ubiquity in certain nobles’ presence is more than simple ornamentation or ostentation.