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The Crow's Nest #1

Navigating Delicate Negotiations


New Rules and Advice for Handling
Negotiations in 7th Sea

Welcome to The Crow's Nest, where we help you put the In many cases, however, your Heroes will stumble into
rules of 7th Sea into practice along with ideas for new unplanned negotiations in reponse to events in the scene:
NPCs, Monsters, Plot Hooks, and Secret Socieities. to throw
at your Heroes. •• During a sea battle the enemy captain offers the
Heroes quarter.
In Navigating Delicate Negotiations, you'll learn how to
use Raises and Pressure to negotiate agreements between •• A duchess furtively offers a Hero a job while dancing;
your Heroes and NPCs. Whether it's a formal contract she insists on talking now because meeting in private
or a simple promise, our goal is to help you spark social is too suspicious.
interactions where a Hero's own words will put them in
•• The Heroes demand that the Villain surrender.
more danger than the point of a Villain's sword.
When transitioning into an unplanned negotiation while
already in the middle of a Dramatic Sequence, you can
Starting Negotiations take one of three different Options:
Negotiating an agreement will almost always take place
as a Dramatic Sequence. Even while negotiating a Villain's Option 1: One Squence, One Approach
surrender at swordpoint, the furious action slows down, The first option is to keep all negotiating within the
and the pointy objects in the scene shift from "stabbing current Dramatic Sequence; the Heroes spend Raises they
tool" to "intimidation tool." Negotiations should focus on already have on negotiating terms.
the careful play of words, tone, body languge, and drawn
out pauses: perfect elements for Dramatic Sequences. This option makes record keeping easy and keeps all
of the action within a single Dramatic Sequence; the
Heroes get to keep their original Intents and Approaches.
Transitioning into Negotiations However, Heroes may hesitate to negotiate if it means
If your Heroes go into a scene with the Intent to negotiate, not accomplishing their Intent, especially if negotiation
you can cut straight to the negotiating table: open the requires them to spend a Raise and change their Approach.
scene with a Dramatic Sequence and have your Heroes
declare their Intents and Approaches (see Declaring This option works best for brief agreements and promises
Intent and Approach.) The Heroes can still exchange that take place during, but are not the primary focus,
pleasantries, but they've already got their Raises ready. of a scene; these sorts of agreements work best as
Opportunities the Hero can spend one or two Raises on
Example: Maria Orduño needs to charter a brig from Cardican without changing their Approach.
to the Atabean. She knows of an old captain looking to retire
and thinks he'd be willing to let her charter the ship for a share of This option also works well for catching the Heroes by
the spoils. She goes to meet him at his home and plans to Tempt surprise and using your NPCs to Pressure them into
the captain with the promise of an easy profit. She rolls Wits + reacting. Keeping the Heroes' current pool of Raises
Tempt, and gets 4 Raises. forces the Heroes to react and reconsider their goals for
the scene; this is a great way to put your Heroes on the
It's a sunny summer day in Cardican - a good omen. Maria defensive.
confidently opens the old wooden gate and walks cheerily up the
path to the old man's home. She finds him sitting on the porch, Example: Maria gives Commodore Hawthorn a curt smile; she
dipping the tip of a brush into a puddle of bright yellow paint. doesn't have time for this. She only has 3 Raises left to...

"What can I do for you, milady?" he asks without looking up. "Please, Madam Orduño," the Commadore insists, "I have
something important to speak to you about." The Commodor
"Afternoon, Giles," Maria replies. "I've got a proposition for you." spends a Raise to Pressure Maria into negotiating with him.

1
Option 2: New Risk, New Approach, New Roll Since the Heroes get a dedicated set of Raises for the
The second option is to end the current Dramatic Mini-Dramatic Sequence, they can focus compltely on
Sequence early and start a new Dramatic Sequence as a negotiating, instead of worrying about saving Raises for
continuation of the scene. later. The downside of this option, however, is that Heroes
will need to keep track of two sets of Raises, and the Game
This option esablishes a clear break from one sequence Master needs to keep the Mini-Dramatic Sequence short
to the next, and puts the focus on the negotiations in and focused so that the Intents and Approaches of the
the new sequence. All of the Heroes get to declare new other Heroes don't get forgotten; it's easy to let the Mini-
Intents and Approaches, which means they get a new set Dramatic Sequence take over the entire scene.
of Raises for negotiating. However, if your Heroes still had
a lot of unspent Raises when you terminated the previous This option works best when you want to put a focus on
sequence, they may feel cheated out of their original the negotiations and have the option of shifting back
Intents and Approaches. Frequently ending Dramatic to the original sequence later. This is a good option for
Sequencs early can make your Heroes feel railroaded. games heavy in political intrigue, where the Heroes go
into a scene with a number of complex things they need to
This option works best when something big happens accomplish, and you want them to turn each one of those
that completely upends the scene and discrupts all of the things into its own challenge. Scenes where the Heroes
Heroes' original Approaches, especially when the Heroes need to negotiate the terms of trade agreement, while
initiate it themselves: surruptisiously digging up dirt on a Villain, and while
trying to stay in the local lord's good graces make for great
•• A Hero dramatically unmasks the Villian and reveals times to use this option.
the Villain's plot in the middle of the ballroom.

•• While searching the Villain's hideout a Hero finds one Action Scene to Negotiation
of the Villain's lackies cowering under a table and she Up until now we've focused Dramatic Sequences, but your
demands that the lackey answer her questions. Heroes can just as easily find themselves in an unplanned
negotiation during an Action Scene - usually with
Windows of Opportunity make great excuses for starting a themselves or the Villain held at sword point.
new Dramatic Sequence.
Because Action Scenes happen at a much faster pace, it's
Example: Maria and Bartholomew are rooting around much easier to transition from an Action Scene into a
Commodor Hawhtorn's study looking for evidence to prove Dramatic Sequence focused on negotiating the terms of a
he's been stealing from Elaine's treasurey. There is a Window Villain's surrender or the safety of a Villain's captive. Here
of Opportunity: the Commodor will return when both of are two options to consider:
the Heroes have 2 or fewer Raises remaining. Maria and
Bartholomew consider barricading the door so they have more 1. Wait for the Heroes to spend all of their Raises for the
time to look around, but decide not to. current Round, then end the Action Scene and start a
new Dramatic Sequence with your Heroes declaring
When the Window of Opportunity closes and the Commodor new Intents and Approaches, or
arrives, and Maria triumphantly presents the evidence she and
Bartholomew were able to find to the pale-faced Commodore. 2. Terminate the Round early and start a new Dramatic
The current Dramatic Sequence ends even though Maria and Sequence, similar to Option 2 above; this works
Bartholomew still have Raises, and a new Dramatic Seqeuence especially well if the Heroes try to Pressure the Villain
begins with each Hero declaring new Intents and Approaches. into surrendering, and the Villain does not have
enough Raises to act.
Option 3: Sequence Within a Sequence
The third option turns the negotiation as its own Mini- Declaring Intent and Approach
Dramatic Sequence. The Heroes set their Raises for the
Some Approaches are perfect for stipulating terms of an
current Dramatic Sequence aside, and declare new Intents
agreement, while others work better as support, helping
and Approaches for the Mini-Dramatic Sequence. They will
guide the discussion into the Heroes' favor. Each Hero
use these new Raises for negotiating. When negotiations
involved in negotiating should decide whether they
finish, the Mini-Dramatic Sequence ends, and the Heroes
want to take an active or supporting role in sequence.
return to their original Raises and Approaches.
Here are some examples of how Heroes can use different
This option allows the Game Master to shine a spotlight Approaches while negotiating:
on the negotations, while making it clear that it's only
•• Convince works best for Heroes actively defining clear
a small part of the larger scene and making it clear that
and specific terms.
the Heroes aren't throwing their current Raises away.

2
•• Empathy works best for a supporting role, feeling out have your crew drop their arms immediately." The Commodore
the opposing negotiator or encouraging them to see spends a Raise setting the term "The crew will cease fighting."
things from your perspective.
Maria quickly retorts, "And, once we surrender you'll set us free
•• Intimidate works well for both active and supporting back onto our ship and on our way." She spends a raise to add
roles, but carries the risk of making the other party the term "The Commodore will deliver Maria and her crew to
resentful. freedom." to the agreement.

•• Notice supports negotiations by looking for loopholes Once a new term is introduced into the agreement, any of
in the agreement. the negotiators have a chance to spend additional Raises
to re-word and modify that term into something they find
•• Perform can support negotiations by keeping the more agreeable.
mood upbeat and pleasant or keeping someone
distracted. Example: The Commodore scoffs. "I will," he pauses and takes
a sip of wine, "gladly deliver you to your freedom once we reach
•• Scholarship can support negotiations by looking for Carleon; after her majesty's guard has had time to welcome us at
loopholes or relying on specific knowledge to know if the docks." He spends a raise to modify Maria's terms and spends
the terms are fair. a second Raise, Pressuring Maria to accept his modification of
her terms; Maria will need to spend 2 Raises if she wants to try
•• Tempt can create distractions, figure out the
modifying this term again.
most tantalizing terms to present to the opposing
negotiator, or even offer something to them Negotiators may not revisit terms they've already
"off-the-record." discussed. Once a term has been agreed to, it may not be
revisited or contradicted unless all negotiators agree to do
•• Theft can allow the Heroes to insert terms that have
so (see Revisiting Terms and Proposing a Bargain.)
sneaky gray areas without the opposing negotiator
noticing. Furious, Maria considers her options: if she doesn't modify the
Commodore's term now, she must accept it, but to do so will
•• Warfare can be used for negotiations related to war
cost 2 of her 4 remaining Raises. She decides to put her Raises
or combat, such as establishing terms of surrender or
to better use and moves on: "I expect ALL of my crew to make it
gaining a tactical advantage.
back to Carleon alive," she demands, spending a Raise to add a
new term to the agreement. She clarifies, "None of your men may
Negotiating Terms harm any of my crew."

While the Heroes decide on their Approaches and count "And I..." the Commodor spends another Raise. "...expect there
up Raises, determine the number of Raises the negotiating will be no foolish attempts at escape."
NPCs have for the scene; you can have multiple NPCs work While the conversation will usually go back and forth with
together to challenge and negotiate against the Heroes. the negotiationg parties taking turns spending Raises,
there is no set Initiative. All participating negotiators can
Creating and Modifying Terms freely spend Raises whenever they feel the need to. The
formality of the procedings will vary depending on the
The goal of the negotiation is to come to a set of terms that
type of negotiation taking place; generals hashing out a
the negotiating parties ultimately (if perhaps begrudingly)
peace agreement will have a more formal structure than
agree to. By spending a Raise, anyone involved in the
the courtesan tempting her client into divulging their
negotiations can introduce a new term to the agreement,
darkest secrets.
as long as the term fits the Hero's Approach.

For example: Commodore Hawthorn wishes to negotiate for No Vetoes / Being Reasonable
the Heroes's surrender. Captain Maria and the Ship's Master, You may not spend Raises to completely negate a term
Bartholomew, agree to negotiate the terms of their surrender. introduced into the negotiation. Instead the negotiators
Captain Maria decides take the active role in negotiations using are encourated to find clever ways to modify terms they
Warfare as her Approach, while Bartholomew will support her dislike; make generous use of the old improv techniques of
by trying to feel out the Commodore's mood using Empathy. "Yes, and..." and "Yes, but..."
Maria gets 5 Raises and Bartholomew gets 2. The Commodore,
who has 8 Raises, welcomes them into his quarters and offers Negotiators are expected to keep the terms they introduce
them a seat and a glass of wine. reasonable. Heroes can never force an NPC to terms they
wouldn't reasonably agree to, and NPCs can never force
"I'd like to negotiate your crew's immediate surrender," the Heroes to agree to terms that would earn them Corruption.
Commordore says pleasantly while pouring the wine. "You will

3
UNEVEN NEGOTIATIONS
Favor and Influence Most negotiations don't happen on equal
Just because a character runs out of Raises, doesn't mean footing.If your Heroes press the Villain to
they have no hope of influencing negotiations. surrender or if the Cszarina is asking the Heroes
for their help, it usually means they have the
•• Heroes, when negotiating with Secret Society upperhand in negotiations. On the other hand,
members, may spend 1 Favor instead of spending a if your heroes need to charter a ship and there's
Raise to add or modify a terms. only one ready to shove off in the harbor, that
•• Villains may spend 1 Influence instead of spendng a ship captian is probably going to get the better
Raise to add or modify a terms. end of the bargain.

When entering an uneven negotiation, decide


Supporting Negotiations whether or not the Heroes are at an advantage or
disadvantage in the negotiation.
Heroes can take a number of supporting roles during
negotiations: reading the emotions of the characters at If the Heroes have the Advantage, give
the table, creating distractions, finding loopholes, offering participating Heroes between 1 and 5 bonus dice
ideas for important terms, or providing domian-specific that they may divide amongst themselves and
knowledge. use towards their Approaches.

If the Heroes are at a disadvantage, give the


Asking Questions
Villain or opposing NPC between 1 and 5 bonus
Heroes may spend a Raise to ask the Game Master a dice that they may add to their Approach for the
question within the domain of their current Approach. For negotiation.
example:
If both the Heroes and opposing NPCs are on
•• Heroes using Empathy might ask if a negotiator is equal footing, neither party gets a bonus.
about to modify a term, so that they know the best
times to apply Pressure.

•• Heroes using Scholarship might ask about domain-


specific knowledge, such as the current market prices Applying Pressure
for goods. Applying Pressure during negotiations forces the opposing
negotiators to think carefully about how they spend their
•• Heroes using Notice might ask if a term proposed by Raises. A pair of Heroes, with one Hero adding terms while
an NPC has any possible loopholes and make sure the other applies Pressure, can quickly force a Villain out
those loopholes are closed. of Raises.
After getting their answer, the Hero has the opportunity •• Heroes using Tempt might Pressure a character into
to role-play how they communicate this knowledge to the paying attention to them.
rest of the party; it does not cost a Raise to do so.
•• Heroes using Empathy might Pressure their capturer
into providing more humane conditions or to end
Establishing Facts negotiations.
Heroes may - subject to Game Master approval - spend a
Raise to establish a fact about the scene or the world that •• Heroes using Intimidate might Pressure a negotiator
can then be levereged within the negotiations: into thinking twice about modifying a term.

•• Heroes using Sailing might state that the ship's hold •• Heroes using Scholarship might Pressure a negotiator
isn't big enough to fit all of the captured crew. into unecessarily modifying a term by making them
believe they need to close a loophole that isn't there.
•• Heroes using Warfare might state that the enemy
captain is low on supplies, and that her men are Example: Bartholomew is nervous. Maria's getting flustered
starting to get unruly. in the negotiations, and they're on a one-way track to prison.
He knows that the Commodore's terms are going to be brutal
•• Heroes using Notice might state that there is a minor for the crew. "What about the crew? They need to eat and and
error on the Villain's copy of the treasure map. drink." Bartholomew spends a Raise to apply Pressure to the
Commodore:The next time the Commodore acts, he must must
•• Heroes using Theft might state that one of the
ensure that Maria's crew will be fed, or spend 2 Raises to move
opposing NPCs is wearing some valuable jewlery.
the negotiations into a new direction.

4
Keeping Your Promises Final Thoughts
We all know pirates -both the heroic and the villainous Before we wrap up this issue of The Crow's Nest, we'd like to
ones - lie, cheat, and steal. There's always the possiblity leave you with a few final thoughts on putting Navigating
that once terms are settled and hands have been shook Delicate Negotiations into practice.
someone will walk away from the negotiating table
already thinking about breaking their word.
Revisiting Terms and Proposing a
While this is a great way to highlight a Villain's Bargain
ruthlessness or a roguish Hero's contempt, where's the
drama if your agreement doesn't carry any sway? What's Once everyone agrees on a term, it stands as part of the
the point if everyone can back out as soon as it becomes agreement and cannot be modified or contradicted later
inconvenient? in the sequence; this prevents characters from hoarding
Raises until the very end and spending them all at once.
In Théah, your word is your reputation, and breaking your
word carries social repurcussions. Even the most fiendish However, facilitating a group is never quite that easy, and
Villains and cavalier Heroes will think twice before you may occassionally have a Player think of something
breaking their word. they wish they'd said earlier and ask to revisit a term. This
conversation will usually happen out of character, and if
Once your Heroes, NPCs, and Villains have agreed to a set everyone at the table agrees, you may take a moment to
of terms, they must spend 1 additional Raise to take an revisit the term and resolve it.
Action that violates the agreed terms, as if Pressure had
been applied to them for that action. The characters must In general, you want to limit this sort of behavior, as it may
pay this extra cost EACH TIME they try to break one of the result in more revisions to the agreement and unecessary
agreed terms for as long as the agreement is in effect. churn at the table.

Example: During negotiations, the Heroes agree to surrender to Alternatively, if a Hero wants to revisit an earlier term,
Commodor Hawthorn, sipulating in their terms that they will consider asking them to propose a bargain (in character)
not try to escape as long as Hawthorn promies not to kill them or where their Hero tries to get the opposing NPC to change
the rest of their crew until he hands them over to Queen Elaine. an earlier term by offering something to the NPC. If you
think the NPC would accept the bargain, the Hero spends
If in the next scene Hawthorn decides to slit the throats of the their Raise and the proposed bargain becomes part of
Heroes' crew, he would need to spend 2 Raises for each crew the negotiation. However, if the NPC rejects the proposed
member he decides to kill. bargain, the Hero keeps their Raise, and the negotiations
continue forward; no one may Pressure the NPC into
If in the next scene, the Heroes decide to attempt a break for it, accepting a bargain that revisits a previously agreed term.
they need to spend 2 Raises for each Action they make in effort
towards their escape.
Working In Advantages
However, once Hawthorn is in Elaine's throne room, presenting 7th Sea has a number of Advantages that give Heroes or
the captured Heroes to her majesty, the terms have been met, Villains an edge in social situations. Take the time to get
and all bets are off. familiar with them, and consider what mechanical benefit
they could offer during a negotiation.
Handling Frequent Offenders Advantages like Barterer, Inspire Generosity, and
If you find your Heroes frequently breaking the terms of Leadership all encourage others to agree to a Hero's terms,
their agreements, consider applying (fair) consequences and could be used - depending on the situation - to add a
for this behavior. In game consequences can include non-modifiable term or to skip negotiation altogether.
applying minor penalties to social risks or future
negotiations with NPCs they've burned in the past until The use of Fascinate may apply "Pressure" to a negotiator
the Heroes have proven themselves trustworthy again. for the entire scene, forcing them to spend an extra Raise if
they want to focus on negotiating.

You can also use Advantages as mechanical


representations of the agreed terms. Did your Heroes
agree to perform a service for King Sandoval? Maybe
they specified that they have the Rich Advantage for the
duration of the contract to represent Sandoval providing
for their expenses.

5
Keeping Things Reasonable How Else Can I Use These Techniques?
In No Vetos we state that terms should not be negatable or The most straightforward way to use these rules is
canceled out. This is because few things ruin the fun faster within a formal negotiation such as trade contracts, job
than a few exchanges of: agreements, or terms of surrender, but you can apply the
general principles in a number of different ways:
Player: "You will let us go unharmed."
•• A military officer begging their superior to consider a
GM: "No, I won't let you go unharmed." new plan of attack,
Player: "You will let us keep our weapons." •• A powerful dignitary asking a personal favor.
GM: "No, I won't let you keep your weapons." •• An important family member seeking financial
support for a risky invsetment,
We want to encourage creativity and witty banter at the
table. This doesn't give Players or Game Masters the excuse •• The sultry whisper of a lover asking their partner for
to make absured or unreasonable demands on eachother's help,
Heroes, NPCs, or Villains.
•• A superior demanding that a subordinante perform a
As the Game Master it is your responsibility to make sure specific task or duty,
that when your NPCs negotiate terms or apply Pressure
to your Heroes, you do so for the sake of creating a more •• Two politicians arguing over a piece of legislation,
compelling and interesting story. Never force terms
upon your Player's Heroes just to spite them or show off •• A theologian trying to convert the unrepentant,
how clever you can be. Encourage a table culture where
At it's simplest, you can use the technique of extending
your Players feel they can tell you when they think you're
Pressure beyond the current Scene (see Keeping Your
making an unfair or unreasonable demand on them, and
Promises) to back Heroes into a corner when they make
make sure that when they speak up, you honestly listen to
promises they later regret having to keep.
their concerns. If you make a mistake, apologize for it.
Example: Josaphine, sobbing desparately grabs at Sasha's sleve.
The same applies for your Players: Demanding that Queen
"Please," she cries, "please, promise you you won't hurt him." The
Elaine abdicate her throne and make one of the Heroes the
Game Master spends a Raise.
new Queen is an unreasonable demand for your Players to
place on your NPCs. Sasha grimaces. She's made a solmn oath to bring Josaphine's
brother, Eugene (a Villain) to justice,. Sasha chokes back the
If you feel that a term made by a Hero is unreasonable,
tears and says, "I promise I'll only hurt him a little." Sasha spends
ask the Player to consider if they can revise the demand.
a Raise and tells the Game Master: "I won't deal more than a
The phrases "Hey, that's asking a bit too much, don't you
single Dramatic Wound to Eugene."
think?" and "Why don't you try it a different way?" are two
great tools you can use to politely get Players to reconsider
their actions.

Credits
Writing by Kevin C. Krupp

Layout and Formatting by Kevin C. Krupp

Special thanks to Tom Harrison for his ongoing feedback


and support.

Explorers Society, 7th Sea and all related marks are © and ™ 2016 John Wick Presents. All
rights reserved. No part of this work may be duplicated without express permission from
the Author.

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