I immediately backed the 7th Sea kickstarter. I loved the original, played it a lot, and I am not sure any other game can make me quite as crazy for good or ill.
With that backing came a look at the quickstart rules. Deep analysis on them would be kind of cheating - lots is going to change, so instead here are my quick and dirty impressions, gleaned while eating a sandwich.
- Terminology of "Risk" in lieu of action, move or similar. Conveys the right idea.
- Did you know there's also an Eastern Europe?
- "If you cannot make one Raise on your roll, something interesting happens."
- "Don’t try coming up with clever ways to turn “Yes” into “No.”"
- Hero point and their triggering options.
- Wound incentives!
- Strong Teamwork incentives
- Building sets of 10 might be fun or clunky, and I really need to see it in action. Big question is how speedy it is to build sets (vs. tally up, which is known slow).
- Number of raises and ablative consequences is interesting but unintuitive. Curious to see more clarity. This does something I've toyed with in Fae, where each fictional constraint (that is, Consequence) effectively equates to a level of difficulty. That is, if there are 4 possible consequences to taking this action, the "difficulty" is effectively 5 (1 for initial success, 4 more to overcome each consequence). A lesser roll produces success with consequences. Obviously, I dig this in theory, but it's tricky in practice.
- In a contested roll, there is an element of splitting raises between success, overcoming consequences, and maybe other things. Not a bad thing, but there's a HUGE information management issue here and I'm not clear how it's addressed.
- Danger Pool!
- Uneven wound incentives
- Raise can prevent damage to others. Self? (examples suggest yes)
- Anti-dodging bit immediately followed by the Brute Squad rules, which include the first opportunity to dodge.
- Intent and Consequences skirt the edge of clunky stake setting.
- "Establish a fictional detail" with a raise is tricky, and the examples given (find a secret door, steal a sword) seem VERY potent, esp given how easy it is to get a raise.
- Death Spiral graphic
- Contested Risks are a minefield, but they are also apparently getting revised, so I tread lightly.