Risky Things to do in Dramatic Sequences

After last month’s start to my 7th Sea Explorer’s Society series, “Risky Things to do in a Duel”, I’ve now gone live with the second instalment: “Risky Things to do in Dramatic Sequences”. This one concerns itself with slower paced scenes – arguments, parties and new-in-town “downtime” – but I challenged myself to produce ideas for Consequences and Opportunities that would provide just as much exciting roleplay as combat, even if the stakes weren’t quite as immediate. I’m happy with what I put together, and if page count is anything to go by, I’ve been able to pack in even more content than I managed in “Duel”.

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The community’s response to the series so far has been lovely, confirming my hopes that there was demand for this kind of supplement. So long as I can manage to maintain that level of interest, I plan to keep releasing more Risky Things. Right now my mind is dwelling on three S’s: stealth, siege and sorcery. But I’d be keen to hear from any 7th Sea fans who have specific ideas for Risks that they’d like to see worked on next.

More time writing community content means less time blogging, which is why I’ve not posted anything substantial in a little while. But I’ve still got plenty of other RPG things running in the background. For one thing, I’m about to start up a Doctor Who: Adventures in Time and Space campaign. I’ve been waiting to run this for a long time, and finishing the series for our long awaited first female Doctor seems a perfect excuse. My other two campaigns, Ferrymen and The One Ring, are starting to wind down, so I’m thinking of other games to replace them (though “starting to wind down” is a relative term for Ferrymen, which has been running for 6 or 7 years so far). Most excitingly, I’m starting to playtest more of my own RPG designs, something I hope to continue with my new RPG playtest design group, all with the goal of releasing a complete game with my name on it before the end of the year. Fingers crossed I can keep this up!

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