There are a few
other Swashbuckling games that may be of interest to the 7th Sea enthusiast.
So here are the ones I've found that have helped me in running my campaign.
Flashing
Blades (Fantasy Games Unlimited)
Written
by Mark Pettigrew
This game is of great use to anyone wanting to run a Montaigne campaign. It is set in the age of the Sun King in France. Players take the role of all manner of characters, from Musketeers to bankers. The system for careers are very well organised and one of the goals is to rise high in your profession, as well as defeat Cardinals and woo rich mistresses. There is a lot of historical detail in the game, as unlike Théah Flashing Blades is set specifically in Historical France. It therefore has none of the fantasy elements of 7th Sea.
Available Books | Core Boxed Set (Contains Rulebook, Screen & Adventure book) |
Ambassador's Tales - A campaign of 6 linked adventures where the players travel Europe as aides to an Ambassador | |
The Cardinal's Peril - History of the Musketeers and 4 adventures | |
High Seas - Ship and Sailing rules, Detail on the Carribean, Campaign set up and 3 adventures | |
Parisian Adventures - Guide to Paris and 4 adventures |
Useful Sites | Bloody Idiots - Article and Site listing |
FGU - Company site with helpful downloads | |
Lace
& Steel (The Australian Games Group (TAGG) & Pharos Press)
Written
by Paul Kidd
Lace and Steel is one of those games that never stays in print for very long. I can't understand why as it is a very good game, rich in background and with a very flowing rules system. The rules are card based, which can be annoying, but has an excellent system for social as well as physical combat. The world is compleately new, a land called Mittelmarch. This place is essentially a fantasy world that has now progressed to the 17th centuary. Magic and sorcery have a similar theme to 7th sea, and you may even wish to add some of the new races. However, good luck in finding a copy. It was originally published by TAGG, but went out of print. Luckily TAGG eventually rprinted it, and a supplement, but finally disolved soon after. The rights were sold to Pharos press, (who had just lost Nobilis to Hogshead) who produced a new edition before disappearing themselves. However, keep an eye out for it as it is worth the search.
Available Books | Core Boxed Set (Contains Character book, Rule book, Campaign Book & Adventure book) |
Castle Keitel - Campaign set up and adventure | |
Core Book 2nd Edition (Pharos Press) | |
The Highwayman - Unreleased supplement | |
Useful Sites | Mad Irishman - Downloadable character sheet |
Pharos Press - Publishers of the 2nd Edition |
GURPS (Steve Jackson Games)
GURPS is one of those systems people seem to love or hate. Personally, I love it. Don't be put off by the huge rulebook. Yes, it does have a lot of rules, but that is so you have something to use for any situation, it is up to you to decide whether to use them or not. Things like magic can be rather generic, but hey, take a look at what the game is called. The joy of GURPS is that you can easily use their Worldbooks in any game, whether you play GURPS or not. They are choc full of detail and setting, because all the rules are in one book. As there are well over 200 Worldbooks in print, I spotted a few that are useful to the 7th sea gamer.
Reccommended Books | GURPS Swashbucklers - The title says it all. |
GURPS Scarlet Pimpernel - for your Rye Grin campaign | |
GURPS Illuminati - if you like to add a bit of conspiracy to your campaign | |
GURPS Faerie - Extra detail on the Sidhe |
Useful Sites | GURPS - Game site at Steve Jackson Games |
GURPS Webring - A massive selection of useful sites for general GURPS | |