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Old 08-27-2017, 01:40 PM   #1
Jürgen Hubert
 
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Join Date: Sep 2004
Location: Oldenburg, Germany
Default GURPS 7th Sea?

7th Sea was one of those settings I was vaguely aware of but didn't pay much attention to. However, when the Kickstarter for the second edition was announced, I decide to put down the money for the "all PDFs" level, which was (and is) a very good deal. I didn't actually read the PDFs that much, but then I did get involved as a "guest star" PC in my old group in my hometown currently running a 7th Sea campaign.

My impression is that 7th Sea is a fun and interesting setting I might be interested in doing more with, but I am not particularly a fan of its rules. However, it also occurs to me that it should be fairly easy to convert the setting to GURPS. It's primarily an Age of Exploration swashbuckling setting, which means you can use most TL4 stuff as is. The assorted fencing schools from GURPS Martial Arts are a good start, although they might require some adjustment for the individual schools of the setting. The magic of the setting would require more work, though - considering that each nation has its own unique style of doing magic. But their individual powers don't span as many different effects as more conventional magic systems, so even that should be manageable.

Therefore I am curious: Has anyone done any work in converting 7th Sea to GURPS? And if so, have they published their crib sheets somewhere? ;)
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