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Reply | Forward Message #242 of 295 |
Hey.

Long time no movement aroud here, right? Anyway, i have some
thoughts here i'd like to share and talk about. Lately i've been
experimenting a lot with sports-based roleplaying - i'm brazilian,
in case you don't know, and, as any brazilian who deserve the name,
i'm a football lover (or, as you north-american weirdos call
it, "soccer"), and been thinking about how to play the game in a pen-
and-paper RPG for quite sometime. Sometime ago i even got to release
a free e-book with a fantasy sport based on it, complete with a game
system to play it and even a whole Tolkien-like fantasy setting
around it XD.

Anyway, lately i've thinking on how to run a Wushu sports game. I
thought it would be a nice way to encourage more descriptive plays -
you know, full of dribles and all that stuff you see Cristiano
Ronaldo and Ronaldinho doing; or even something more Captain
Tsubasa / Shaolin Soccer-like if the players want to. My main
thoughts went around this:

- The players go describing their action as usual, passing the ball,
dribling, kicking and all that. They can describe actions for their
own, for the other players on the team that are not the PCs (or the
other PCs too, with authorization from the respective player), and
all that. When they reach the die-cap, they play against a proper
trait and stuff as usual, dividing between Yang (offense) and Yin
(defense) dices and all. And as usual too, you can't describe anyone
on your team scoring a goal unless the dice tells you can do that.

- The games can be either Mook games or Nemesis games; the
difference, as usual, is that Mooks are small teams, that barely
represent any challenge, while Nemesis are the big teams, you know,
the local rivals, the chapionship finals or something like that.
Thereby, Mooks are usually there just for the players to play
around, while the Nemesis can actually defend themselves and play
back to try to win through the GMs descriptions for them.

- The main difference from the combat Wushu system i guess would
have to be on how the Threat Rating works. Instead of dictating when
the fight is over, it dictates when the team can score a goal: once
the Threat Rating reaches zero, the players can describe they
scoring a goal, much of like a coup de grace. The game then re-
starts, the Threat Rating being back to full (or maybe a little
less, if the GM feel like making the teams get tired during play).
That said, a Nemesis team should proably have a Threat Rating too,
wich would be something like they're total of Chi points.

- Against the players, the enemy teams scores whenever they can make
a hit without there being a Yin sucess or a Chi point left to
cancel. Thing go as usual there: Mook teams gets one or more free
Yang successes every die roll; Nemesis teams get descriptions of
actions with as many Details as the GM feel like having. The only
concern i have here is if i should give the whole PCs team a single
Chi pool, or if i should let each PC use their own Chi points to
cancel the offensive plays of the enemy team. I think the first
option works better. Anyway, once a goal is scored by the enemy,
they get all they're Chi points back and the game re-starts.

- Finally, there's the duration of the games. I know Wushu
disencourage the count of time during play, but on a sport game with
fixed time to end there's really not much ways to avoid it. I tought
of considering a "turn" to be over whenever the players finish their
descriptions and roll their dice to see how much successes they
have. A game would end after a determined number of turns (say,
something like 5-10 die rolls total), and the team with more goals
scored during this time is the winner.

Any thoughts over that? I haven't got the chance to try it out yet,
but i think it should work fine, right? Anything you guys think i
should do different?




Mon May 7, 2007 6:27 pm

bruno_bns
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Hey. Long time no movement aroud here, right? Anyway, i have some thoughts here i'd like to share and talk about. Lately i've been experimenting a lot with...
Bruno
bruno_bns
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May 7, 2007
6:34 pm

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