Here are the 'house rules' I'll be using during the campaign. This list might get updated as we go, and I find new things to make rulings about. Some are pretty basic, and in others, I'm trying to mitigate what I see as some deficiencies in the system, and to try out some cool ideas I read about. To wit:
Look up 'monologue of victory' (MOV) there. Basically, once it's determined that you are successful at something, you get to narrate the outcome and 'stretch the boundaries' a bit. To quote from the page:
I'm importing this concept into 7th Sea via souped-up drama dice I'm calling 'story dice'. My idea is that everyone gets 1 story die at the beginning of the adventure, and you can use it at any time to perform a MOV for some action you really want to do, and don't want to leave to whims of dice/GM sadism. (See the Pool site for an example of a MOV in action; I've also mocked up a couple 7th Sea examples based on actual play.)"Giving an MOV is like taking control of the game for a few moments. You can describe your character's actions, the actions of those around him, and the outcome of those actions. You can even focus on less direct elements of the conflict such as what's happening in the next room or who's entering the scene.
You can do just about anything. In fact, these are the only real limitations you must observe:
- Don't make alterations to the characters of other players (such as killing them). You can add complications for them and affect the things around them, but don't intrude on the creation of a fellow player.
- Keep your narration in synch with the established facts and tone of the game. If you need to ask the GM questions or prompt the other players for responses during your MOV, do so.
- Keep your narration reasonably short."
If you're uncomfortable with this (and some are), think of it the same way you do when you successfully attack someone and the GM says, "OK, roleplay it out." Your action is successful; we're mostly interested in the 'color' of how it happened. In some sense, a story die is just like a drama die that always rolls a 10+.
To get more story dice into the game, I'm trying the following very experimental rule: At the point when you are awarded a drama die, you may, if you wish, immediately give it to someone else. You give them the die, and say, "This is for doing <X>" where X is some in-game action their character has performed, presumably something you thought was cool. In doing so, you forfeit the XP you would have gotten with the die, and the recipient does not get any XP for this either. However, that die is now a story die instead of a normal drama die.
As I say, this is highly experimental, and if it doesn't seem to be working, we might change it. But this whole game is somewhat experimental, so.
(I will note that as written above, you never actually roll a story die. Maybe I'll come up with some mechanic for this, if it seems necessary.)
Virtue: "When performing an act that the GM agrees falls within your Virtue, you may use any drama die as a story die."
The reverse, hubris, will work pretty much as written in the Player's Guide, except that in this case, 'The GM may activate your Hubris to force you to do something' means,
Hubris: 'The GM may spend a drama die to force you to perform an activity that falls within the scope of that Hubris, and things will go badly for your character as a result.'
When no dice are spent, but your character takes dramatic action in a way consistent with their virtue or hubris, you're somewhat more likely to receive a drama die than a different character who didn't have that trait would for the same action. I thought of trying to formalize this (a la disadvantages in Nobilis), but scrapped the idea.
If you would like both a hubris and a virtue (or if you already have both from inky's campaign), this is fine. A hubris still gives you 10 HP, and a virtue costs 10 HP, so if you take both, that's a net zero.
(But remember that 'bargain' magic will make you an unhappy-Matushka magnet. Plus, it's illegal.)