[Review]7th Sea & Swashbuckling Adventures
Posted: Fri Dec 27, 2024 2:30 pm
I have mentioned a time or two that I keep an eye out for relatively inexpensive used RPG books, and years and years ago I picked up Swashbuckling Adventures - not just the main book but at least 11 total, including many regional books.

This Guy
Now, it's worth mentioning that Swashbuckling Adventures was published in 2003 - this was early in the d20 boom - by Alderac Entertainment Group (AEG). If you were a publisher that had a lot of world material, you might do well to update it to d20 and release it. The buying public was eating that stuff up! It wasn't exactly shovelware, where they were just procedurally generating content. It's only mostly shovelware where they were procedurally generating content to fit the d20 system, but there was also a lot of material that drew on their world setting of Théah. So let's call it a conversion, and for anyone publishing RPGs at the time, I can't fault them for doing it.
What I never really came across was much in the way of 7th Sea Adventures, published in 1999 by AEG. That was a time when D&D didn't dominate the industry, and games like Vampire: the Masquerade were sharing shelf-space with AD&D 2nd Edition. I was in college experimenting with Deadlands (originally published in 1996), which also ended up doing a d20 edition. Around this time I don't think anyone knew how big the d20 boom would be, or that D&D would once again dominate the market, and it'd be hard to find games. So, I think 7th Sea was published at a rather unlucky time to carve itself a niche in the gaming hobby world. But even though that might be true, I know I heard of it!
Let's just say that when I first encountered 7th Sea it wasn't what I was looking for, and it certainly wasn't what my compadres was looking for. I played Shadowrun and Rifts and GURPS and Deadlands and so, so, so much D&D. I know I looked at my Swashbuckling Adventures books, but it was quite a lot different from D&D. Freeport offered a chance to be pirates with the normal D&D rules, so we may have experimented with that setting a time or two, but we just never made it to Théah.
I've also mentioned that I'm working on a Western RPG, and there are some things about Westerns that don't necessarily lend themselves to the d20 system. There were times I thought that making a pirate-RPG would be easier; guns aren't quite as important in the setting, so swinging a cutlass is still a huge part of combat - basically if I could get a pirate-RPG right it would be a smaller step to then get a Western right. It would also be more work and I've not made nearly the type of progress I should, but it's worth looking at what other RPGs did. And while I realized that I hadn't found the books in physical form (my preferred method of reading) I could get them in PDF. So I did!
So what are we looking at, anyway? Well, there's a 2nd printing of the 7th Sea Player's Guide from February 2000. There's a 'compendium' that appears to update the first printing rules to the 2nd printing rules, but since this version appears to have already incorporated all of that, I'm only referring to it to see what the original rule was and speculate on why it might have changed. There's also a Compendium from Oct 2001 that is like an SRD - it has all the rule information but none of the fiction and is presented in a more of a text book style. When I get confused I'll look at that. But first, we'll do a quick run through of the d20 version - since I know we're all familiar with the d20 system we'll make that quick and sort of use it as a baseline for comparing whether the original system achieved it's goals better or worse than the d20 conversion.

This Guy
Now, it's worth mentioning that Swashbuckling Adventures was published in 2003 - this was early in the d20 boom - by Alderac Entertainment Group (AEG). If you were a publisher that had a lot of world material, you might do well to update it to d20 and release it. The buying public was eating that stuff up! It wasn't exactly shovelware, where they were just procedurally generating content. It's only mostly shovelware where they were procedurally generating content to fit the d20 system, but there was also a lot of material that drew on their world setting of Théah. So let's call it a conversion, and for anyone publishing RPGs at the time, I can't fault them for doing it.
What I never really came across was much in the way of 7th Sea Adventures, published in 1999 by AEG. That was a time when D&D didn't dominate the industry, and games like Vampire: the Masquerade were sharing shelf-space with AD&D 2nd Edition. I was in college experimenting with Deadlands (originally published in 1996), which also ended up doing a d20 edition. Around this time I don't think anyone knew how big the d20 boom would be, or that D&D would once again dominate the market, and it'd be hard to find games. So, I think 7th Sea was published at a rather unlucky time to carve itself a niche in the gaming hobby world. But even though that might be true, I know I heard of it!
Let's just say that when I first encountered 7th Sea it wasn't what I was looking for, and it certainly wasn't what my compadres was looking for. I played Shadowrun and Rifts and GURPS and Deadlands and so, so, so much D&D. I know I looked at my Swashbuckling Adventures books, but it was quite a lot different from D&D. Freeport offered a chance to be pirates with the normal D&D rules, so we may have experimented with that setting a time or two, but we just never made it to Théah.
I've also mentioned that I'm working on a Western RPG, and there are some things about Westerns that don't necessarily lend themselves to the d20 system. There were times I thought that making a pirate-RPG would be easier; guns aren't quite as important in the setting, so swinging a cutlass is still a huge part of combat - basically if I could get a pirate-RPG right it would be a smaller step to then get a Western right. It would also be more work and I've not made nearly the type of progress I should, but it's worth looking at what other RPGs did. And while I realized that I hadn't found the books in physical form (my preferred method of reading) I could get them in PDF. So I did!
So what are we looking at, anyway? Well, there's a 2nd printing of the 7th Sea Player's Guide from February 2000. There's a 'compendium' that appears to update the first printing rules to the 2nd printing rules, but since this version appears to have already incorporated all of that, I'm only referring to it to see what the original rule was and speculate on why it might have changed. There's also a Compendium from Oct 2001 that is like an SRD - it has all the rule information but none of the fiction and is presented in a more of a text book style. When I get confused I'll look at that. But first, we'll do a quick run through of the d20 version - since I know we're all familiar with the d20 system we'll make that quick and sort of use it as a baseline for comparing whether the original system achieved it's goals better or worse than the d20 conversion.











