Over at DriveThruRPG, I have a print-and-play game for sale. It’s The Duelists. It’s a 7th Sea card game for two players — each player takes the role of a swashbuckler as they square off in a bout of sport and showmanship. There are two sets, each containing two duelists. Duelist from different sets can be paired against one another. It’s a pretty cool game. It’s fun. It also hasn’t sold that well.Continue reading “The Duelists, a 7th Sea Card Game” »
The #RPGaDAY prompt for the 19th was “Which RPG features the best writing?”
Hey. You. I’m going to tell how the sausage is made. Let’s look at any 7th Sea sourcebook. Read through all 208 pages of that thing, every chapter, every sidebar, and yes, even the fiction in the front. See how well that thing flows? See how well that runs together? It’s like there’s one voice telling you all about this bit of the setting and explaining these rules to you, right?
Now look at the credits.
“So, we’re out, huh? I mean we’re out: this is retirement money. This is ‘go legit and buy an island’ money.”
-Hardison, Leverage, “The Nigerian Job”
One of the things I find Shadowrun and other cyberpunk “let’s be criminals” roleplaying games do poorly is the whole money thing. Shadowrun never gave good examples of what one would expect to get from a criminal gig, and they’ve got a whole economy built in the game, down to the cost of a combat knife. Yet in play, the protagonists seem to live paycheck to paycheck. There’s no real incentive to do criminal work when the same amount of income (or more) could come in from a safer job elsewhere.