About Us
At Silent7Seven Games, we release RPG products using the Game System License for Dungeons & Dragons 4E. Our goal is to release products that range from simple and straightforward to radical progressions of 4E design trends, all the while being unique, evocative, and interesting additions to your game.
As part of this design, goal, we try to push the boundaries of charted 4E design. The game offers what is, for the most part, a straightforward and streamlined game system. At Silent7Seven, we create new subsystems and mechanics that may not always fit into the simple expectations of 4E. We also know that this isn't for everyone. You may be a beginner to the system, or to RPGs in general, or you may just be perfectly happy with what the system already offers, not interested in muddying up the easy-to-use mechanics the game offers. This is why we introduced the 7scale.


The 7scale serves as a 'warning label', to help you make an informed decision. The last thing we want is for someone to buy our products, and have it sit unused on their computer or bookshelf because it's way out of their preferred play style.
There are two basic concepts that raise a product's rating on the 7scale: complexity and novelty.
Complexity: 4E offers fairly simple systems of character and monster generation, power usage, combat, and more. Some powers, though, don't use the same steamlined design tenet, and instead use more complex mechanics, or more 'steps', to describe in game terms an effect. While these powers should still be grokable, they will rate higher on the 7scale. There may also be classes that have more intricate class features and power-distribution structures, different from those found in the core books.
Novelty: There are a lot of systems and expecations built into 4E. A product that introduces a new mechanic or subsystem, offers an alternative to an existing mechanic or subsystem, or in some other way breaks an expectation of 4E, will rate higher on the 7scale.

Below is a breakdown for each 7scale rating. A 1 represents something easily accessible for players who want to keep things simple, while a 7 is for advanced players who are ready to add some serious spice to their game.
1) The D&D 4E Player's Handbook is the prime example for a 1. It sets the stage with the game's subsystems and character advancement, shows off the streamlined expectation for powers, and has relatively simple racial and class feature mechanics. A supplement that introduces more powers for a class, or uncomplicated feats would receive this rating. Most of Martial Power would fit here as well.
2) This rating is for products that up the ante a little bit in terms of what level of complexity a class feature can have, and may introduce some new simple mechanic. The beastmaster class feature from Martial Power goes here, as does a lot of the D&D 4E Player's Handbook II.
3) A product that rates a 3 ventures further into the unexplored realm for 4E design. Some Dungeons & Dragons Insider content has been here, such as the powers that enhance existing powers, rather than being 'full' powers on their own; or the weapon mastery multiclass options. Even the at-will enhancing feats might be just weird enough to go here. A new system that is otherwise simple, but breaks some expectations could receive a 3.
4) The 4 on the 7scale is where certain expectations of simplicity begin to be questioned. At the time of writing this, we're working on an encounter and a class that will both probably receive this score.
5) We delve further into the unknown at the 7scale rating of 5.
6) A product receiving a 6 will either have a high complexity level, or will disregard and replace some mechanics and subsystems of the game.
7) The 7 is the epitome of complexity and/or novelty. The enchanter player class we're currently working on involves a class-wide system that involves 'packages' of powers, feats, and even magic item effects all balled up into one. It's a somewhat complex system that works in a way nothing before in 4E has, therefore earning it a solid 7 score . . . be warned!

Check below for the 7scale analysis of our currently released products.
Rugged Adventures: [3] This product provides an alternate rest system to the D&D 4E game. The changes are simple and subtle, so despite modifying providing alternatives to the core rules themselves, a high 7scale rating isn't necessary. However, since these changes aren't the type of thing one could expect to see from the core Player's Handbook or Player's Handbook 2, Rugged Adventures is assigned a 3.
Huxtropy: [5] The use of playing cards as a dice replacement seems like a pretty radical change. There are also feats and powers that manipulate the huxtropy deck, and a player using these mechanics may have to pay a little extra attention to how everything works. Apart from these aspects, Huxtropy is a very straightforward product with little to no 7scale craziness.
Rune Soldier: [4] This full player class is concepted as a defender, and the way rune selection is structured, there are a total of 8 different rune sets; that's before even picking out powers or feats! In addition, each different rune set will call for a subtly different play style. Players can't pick up the class and figure they're a defender; it's easy to accidentally focus on other aspects of the class. Because of the necessity for the rune soldier player to pay close attention to his or her selections of powers and runes in order to make sure he or she is playing the style and role he or she prefers, plus the existence of the runes (which are different from any other 4E element), this products calls for a rating of 4.
Advanced Class: Sorcerer — Aberrant Blood: [4] This installment of Advanced Class introduces a new sorcerer class feature, which involves several new concepts. Any one of these concepts would have earned a 3 rating, but all together they push it up to a 4. One of these concepts is a possible solution to the race-class 'straightjackets' that some worry about; this feature allows a character to 'move' one of his +2 racial bonuses to Constitution as part of his aberrant heritage. The Aberrant Aspects ability allows the sorcerer to manifest different aberrant traits, like tentacles or gibbering mouths; the mechanics of this feature is slightly 'clunkier' than other more streamlined 4E features, in order to 'describe' in game terms a more 'realistic' effect. The final concept is a relatively simple mechanic called 'upgrading' that allows a character to enhance a power at higher levels rather than replace it; it's slightly different from the standard increasing of potency of powers, such as the at-wills in existing 4E products.
The Lunar Scrolls: [3] This supplement's 'paragon classes' are multiclass-only classes combined with a paragon path for each. The multiclass system they use is very similar, but also notably different from, the core multiclass system. In addition, some powers herein seem 'clunky' next to the streamlined precedent from the core books and Wizards material. They have certain mechanics that help describe effects, to help make them more 'realistic', but the concept isn't for everyone. These two features are why The Lunar Scrolls earns a 3. The monsters and monster templates are straightforward and are just a 1 or 2 on the 7scale, while one of the rituals, Bind Moondoll, is more like a 4, but as the paragon classes are the crux of the book, the rating is based on them.
Advanced Class: Druid — Favored Forms: [2] This product contains relatively simple feats that could be a 1, but as they are a special type of feat with their own rules, and are based on the mechanic of being in the correct animal form, the received a higher rating. Plus, the paragon feats have the additional quirk of the 'unlocking' mechanic: that is, a class power that is unaccessible to members of that class without a specific feat.