> I'm thinking of useing the Wushu System to run a Super-hero game. Does
> anyone have sugestions, direct experiance, etc. for me? All I have is
> the Free Version of the rules, is there anything in any of the other
> downloads that I might need or want to make it work better?
I think you already saw supers-fu on the wiki; if not:
http://wiki.saberpunk.net/pm2/pmwiki.php?n=Wushu.Supers-Fu
Basically, the key to doing ANY genre is enforcing appropriate traits at
character creation, and appropriate details during play. If you want
x-men or avengers-type heroes, "eyebeam blast" or "teleporting" is a good
trait. If you want Justice League power, go for something a bit broader
like "Green Lantern ring" or "Son of Krypton" and let those very broad
traits do a lot in play.
Encourage your players to describe things in comic-book terms if that's
your thing - "I charge towards Diabolical with my big square fist cocked
and ready/ and the next frame shows his head snapped back and my arm
hooked up after the punch."
Try to resist the urge to add fiddly details to the system. I have to
resist this myself, I'm always thinking "and then I'll add the magic point
pool for the sorcerors". Don't put in extra power pools for super powers:
chi is life, luck, energy, blood, willpower, breath, all wrapped into one;
feel free to rename it for the genre, though. If a player wants to have a
power that is intermittent or limited in uses, those are perfectly good
details on his power, and don't require a separate pool to keep track of.
Keep character generation simple; 5,4,3,1 the traits, get a motivation and
a personal conflict for the hero, and go.
--
Daniel McSorley