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#133 From: Martin Hall <redwulf25_ci@...>
Date: Wed Oct 5, 2005 12:07 am
Subject:: Re: Re: Wushu Punk
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--- John McDonald <mac3141@...> wrote:

<snips good advice>

Nice, now onto some more detailed questions.

Any sugestions on getting that gritty Cyberpunk feel
from the action descriptions? (I think it will be easy
enough but . . .)

For Neuromancer/CP 2020 style netruning would it be
better to run the opposing system as a series of
encounters (mostly mooks) or the whole system as a
nemisis?

Um, I had a few more but they've sliped my mind.
Anyone here actuly DONE CP in Wushu?



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#132 From: Christopher Fletcher <gwyddion0@...>
Date: Tue Oct 4, 2005 11:46 pm
Subject:: Re: Re: Wushu Punk
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Random thoughts:

Shadowrun 4th ed has greatly improved the hacking
aspect with wireless networks and so forth. Enough of
an improvement that people are saying you can have a
hacker run and it doesn't really disrupt the game.
Skim the mechanics and see what they do, and perhaps
incoporate that.

Cyberware: there's a number of different things you
can do related to this. As John has said, cyberware
basically winds up being a special effect. While that
might seem a bit counter intuitive to begin with,
realistically... it's not doing a whole heck of a lot
that a normal biological part could do.

If you want a bit more of a mechanical (rules based)
approach to cyberware, here's a couple of rough
ideas..

Setup a pool of cyber points, and allow the players to
purchase X number of cyber traits. A Decker (hacker)
could spend those points getting the tricked out WiFi
comp implanted in their skull, whereas the Cyberthug
could dump some points into body parts, and the others
into "enhancements" like hidden claws, built in gun,
smartlink guns, and so forth. Can also allow a
Skillslot to be purchased, which is basically an
unspecificed Trait that is bought at whatever level
you're allowing. In the course of the game, the
character can purchase skill chips (or whatever) and
slot them into the Skillslot. Bang, you've got an
instant skill in Helicopter, Hacking, or whatever
skill was purchased/given in chip form.

Another possibility is to simply expand the number of
Trait points available and allow the players to
purchase cyberware with whatever minimal restrictions
you've got. the difference between this suggestion and
the one above, is the one above is basically setting
up 2 Trait systems. The core one of Wushu, which would
be for attributes, skills, whatever, and then the
Cyber one, which would be for things like skill slots,
cybergear etc.

A third possibility is to make some sort of an
advancement scheme up. First, decide how (or even if?)
cyberware is given to start. then, as the game
progresses, players can be awarded 1 or 2 points each
session. These points can then be spent to increase
the range of the cybernetic equipment. So for example,
a player has a Cyberarm 3 trait. Game logic suggests
that something like a cyberlimb basically functions as
good as it's going to be. So the player could cash in
X number of points gained through play, and have their
arm modified. Perhaps you allow the trait to be
increased to a 4, perhaps you allow for a hidden
compartment to be added to it, maybe they can make it
look more (or less) human.

Lots of great things you could do, depending on what
kind of game you're looking for.

I personally would be inclined to restrict cyber
Traits from having the free range movement like
regular traits do. Points spent in cybergear are
"locked". There could be ways for a player to still
mess around with those points, but I wouldn't make it
as free and open as "ordinary" traits are.



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#131 From: "John McDonald" <mac3141@...>
Date: Mon Oct 3, 2005 9:23 pm
Subject:: Re: Wushu Punk
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--- In wushurpg@..., "redwulf25_ci" <redwulf25_ci@y...>
wrote:
> Any advice on running Cyber-Punk styled Wushu?

Though I haven't done cyberpunk with Wushu, it sounds like a great
idea. Here's where I see the advantages:

1) Cyberware - always a big problem for Cyberpunk games, which often
have to come up with rules for preventing over use of cyberware, such
as the cyberpsychosis used by some. In Wushu, cyberware is just another
special effect - it doesn't matter if they load up on it, and it
doesn't encourage players to do so in order to get an in game advantage.

2) I always gamed my cyberpunk stuff with the idea that life is
cheap...Wushu allows you to do that with most of the world (mooks)
without disempowering the players to the extent where they are afraid
to stick their heads above water.

3) Hacking/netrunning etc usually slows the game down for those not
involved. In Wushu, it can be covered by a series of statements
decribing the process, against a 'black ice' threat rating. It
shouldn't take any longer than any other action.

So there's the advantages. How would I go about it? If they want
cyberware, tell them to take a trait in it that covers all cyberware
that they might have. Same for genetic modifications. Then have them
write a brief description of what form such mods take.

Hacking - what kind are you going to use? Is it a Neuromancer style
net, a virtual reality, ubiquitous computing or social hacking? Make
sure any would be hackers understand what form the net will take.

Resources - Classic Cyberpunk - Cyberpunk 2020, examples of a variety
of different cyberpunk settings - Ex Machina, Cool up to date
cyberpunk - Fates Worse than Death, and just damn good ideas -
Transhuman Space (not really Cyberpunk but useful).

Who's in power in your game? Is it Governments, multinational
corporations, the Military, or secret cabals? How is the world policed -
  normal police, martial law, all powerful Judge Dredd types, private
security only for the rich with gangs offering street level protection
or otherwise? What's the culture like - uniform ethnicity, divisions
between ethnicities (perhaps Asians at heads of multinationals
protected by street samurai) or racial hatred? Are any resources rare?
Is the city overpopulated? Who is rich and who is poor? How does the
monetary system work - money, trade, credits, implanted credit ratings?
What kind of crime takes place in the city, and who does it. How
corrupt are official bodies? What becomes of the dead - decent burial,
turned into soylent green, mined for organ transplants, left where they
lie, recycled or otherwise?

Just a few thoughts to start with...

Escherwolf
(Finally got my computer fixed - Yay!)

#130 From: "redwulf25_ci" <redwulf25_ci@...>
Date: Sun Oct 2, 2005 9:01 pm
Subject:: Wushu Punk
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Any advice on running Cyber-Punk styled Wushu?

#129 From: Christopher Fletcher <gwyddion0@...>
Date: Thu Sep 22, 2005 8:05 pm
Subject:: Re: Trait Broadening
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--- mcsorley@... wrote:

> It is suggested that players can shuffle traits
> around between sessions to
> represent character change in a mechanical way.

I think it's a good idea. It helps people to not worry
so much about picking _exactly_ what they're going to
have, since they know they'll be able to shift things
around later if they need/want.


> I think this would also work for advancement if, in
> addition to shuffling traits around, you let more  >
experienced characters have broader traits.

Hmmm. "Advancement" in Wushu is a bit of a tricky
thing. Obviously, the default setup is not really
geared for the sort of mechanical advancement you're
thinking of doing. Doesn't mean it's not possible, and
I've been toying with a couple of ideas on that
front... but if you're not really careful, you'll
potentially be changing Wushu in a way that will make
it weaker for you. Obviously though, Wushu is meant to
be played around with. I and I'm sure others, would be
interested in what you're thinking of doing for
advancement(s).


> For instance, archery, slinging, swordplay,
> knife-fighting, eagle style
> kung-fu, greco-roman wrestling, climbing, swimming,
> balance, tumbling are
> all fairly specific traits.  Too specific for wushu,
> really, unless you're
> doing a very low-powered game.

Well.... I'd have to disagree a bit here. Something
like the above skills _might_ be too specific for
Wushu, if you're running it strictly in the default
sense. But since you're already thinking of tacking on
an advancement system, why not simply give the players
more traits and points to buy them with, and simply
cap the max skill level they can get.

Example:
Wushu operates on a scale of 1-6. 1 doesn't really
count, since it's a Weakness. You decide to cap skills
at level 5. However, in order to have a sense of
balance, and force the players to have to think a
little about their character, you decide instead of
giving "points" to buy traits, they've got "levels"
and those are setup like the pyramid skills of FATE.

They can have 1 trait at level 5, 2 at level 4, 3 at
level 3, and 4 at level 2.

This means they pick a total of 10 traits. You can
have a "nicely rounded" character for those that
prefer a bit more specificity in their characters.

If they want to be better at something, it means
they'll have to choose to allow something else to
become worse.

It's a system I've thought about playing around with
for my stab at a fantasy Wushu.

<snip nested trait idea>

Well, it's certainly something you could try. It seems
a bit complex though. Might be kinda annoying to mess
around with on a character sheet too.

A slightly different approach might be to simply have
the overall broad trait, and then let people pick X
number of "subtraits" that are included within it. As
they increase their trait level, they can add X number
of subtraits for each Y level of main trait.

Example:
Badass hand to hand fighter (3)
Each level of Badass allows for 2 subtraits. Since
we've got 6 to play with, I'll pick Knife, Sword,
Wrestling, Improvised weapons, Nerve strikes, and
Ignores pain. Next level (4) I'll add in Muy Thai and
showmanship. This character in game claims to be a
hardened street fighter, and certainly seems to be
able to back it up.

Someone else could take Badass hand to hand fighter
(3) and pick Joint Locks, Throwing, ground combat
(fighting while actually lying on the ground),
wrestling, showmanship, and Ignores Pain. Next level
(4) he adds in Boxing, and Fast reflexes. In game,
this character claims to be a professional fighter of
the UFC sort, and looks like he'd be able to deliver a
serious smackdown too.

Of course, all the traits I listed above don't have to
mean anything, I simply pulled 'em for a thematic
reason....

The point of Traits is to emphasize what makes the
character special. The default is for a person to have
a trait of 2 in _anything_ not explictly listed (as I
recall). So if you're going to the effort of having a
broad selection of traits, make it pay off.

Using the above example, you could say that absolutely
_none_ of the subtraits has _any_ mechanical effect.
So this means that both players would be rolling
against a 3 (or 4). So what's the point?

For the above style of game, the subtraits restrict
the type of narration a player can engage in. The
street fighter wouldn't be allowed to say "As his
punch grazes my cheek, I grab his fist and twist it
upwards while forcing him to his knees, while my right
elbow smashes into his temple". Conversely, while the
UFC fighter could use knees, the GM could veto him
saying "As my head snaps back from the knee, I drive a
knife hand forward into the inner part of his leg,
hitting the nerves and causing it to go temporarily
numb".

In a fantasy game, you could use a variation of that
to have "character classes". You could have a Thief
profession, and a whole slew of special subtraits that
are selectable. You could therefore have two
characters that are both the exact same level, and yet
wildly different in terms of ability.

Looking back over, I seem to have sort of gone astray.
So I'll summarize :)  .... the idea has potential, but
might be overly complicated for minimal benefit. If
you're looking to try and help characters seem more
different without messing around too much in changing
how things work, there might be a better approach.
(Not saying my approach is better, just saying there
might be a better way to achieve the differentiation
you're looking for).



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#128 From: Christopher Fletcher <gwyddion0@...>
Date: Thu Sep 22, 2005 7:23 pm
Subject:: Re: Player Knowledge- Limited or Complete
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--- mcsorley@... wrote:

> Do you tell your players the threat rating of a
> challenge?  What about how
> dangerous it is?  I'm seeing pros and cons of doing
> it both ways, and
> wondered how others run this.
<snip rest of message>

I getting close to running my first Wushu thing, so
bear in mind I don't have actual experience here..

I'd have to say, the big question is, what's gained by
_not_ telling them? One of Wushu's big things is,
player empowerment. Not telling them potentially
reduces the amount of power they feel they have within
the game.

Another consideration is how many other games that
they're used to withold this sort of knowledge? If
they're used to being told "Roll a dice, and I'll tell
you if you hit or not", then simply telling them
what's needed to beat the conflict might take a bit of
getting used to.

I'd say part of keeping the information secret (in
other games at least) is it's used as an attempt to
engage the player. They have to worry about whether or
not they're actually able to succeed in the combat.
Each die rolled increases the tension, and the player
is trying to remember the past rolls so they'll be
able to figure out if they've succeeded or not.

Wushu on the other hand isn't relying on that sort of
mechanic. At least not exclusively.

Me? I'd try laying it out for 'em. Everyone's going to
know what to expect (at least initially) and they'll
likely be more engaged.

The one thing I would consider holding back on
(depending on the situation) would be the "time bomb"
aspect. This being the "Party needs to resolve the
conflict within X rounds, or the threat
increases/replenishes/changes in some way". If you're
using a Time Bomb style encounter, you might not
inform them that there's a ticking clock. Let 'em
discover it when the clock ticks down and BAM! a whole
new problem confronts them, or the nature of it
changes. Times when you _do_ want to let them know, is
when it's going to increase the tension.

Action movies, T.V. and so forth are always messing
around with showing you the time ticking down.
Pressure increases, and even though you as the
audience know what the outcome _has_ to be, if you're
a fan of the show, you'll get caught up in it.



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#127 From: mcsorley@...
Date: Thu Sep 22, 2005 6:17 pm
Subject:: Trait Broadening
mcsorley314
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It is suggested that players can shuffle traits around between sessions to
represent character change in a mechanical way.

I think this would also work for advancement if, in addition to shuffling
traits around, you let more experienced characters have broader traits.

For instance, archery, slinging, swordplay, knife-fighting, eagle style
kung-fu, greco-roman wrestling, climbing, swimming, balance, tumbling are
all fairly specific traits.  Too specific for wushu, really, unless you're
doing a very low-powered game.

But say a character had swordplay 4 as a trait.  When the GM and player
decided the character had learned enough, he might take melee 4 instead of
swordplay, and the melee trait would apply equally to swords, spears,
axes, clubs, or whatever.

Examples of broader traits would be missile weapons, melee weapons,
unarmed combat, fitness, and coordination.  Each of these subsumes some of
the narrower traits.

Still broader traits might be "combat" and "athletics".

The pinnacle trait in this category would be a "physical" trait, and would
cover every one of the narrower traits I've already mentioned.

--
Daniel McSorley

#126 From: mcsorley@...
Date: Thu Sep 22, 2005 5:13 pm
Subject:: Player Knowledge- Limited or Complete
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Do you tell your players the threat rating of a challenge?  What about how
dangerous it is?  I'm seeing pros and cons of doing it both ways, and
wondered how others run this.

I generally don't tell the players how many successes they need to
accumulate to beat a challenge, and just tally as they go.  I generally
tell them if these troops seem more competant and dangerous than the
sentries they took out earlier, for instance, so they can infer that the
danger is higher and they should put more into yin.

If you're using a pacing clock, like, every three rounds the danger of the
challenge goes up by one, do you tell the players about that, or let them
figure it out when all of a sudden their single Yin success isn't enough
to protect them any more?

Giving out more information tends to let the players plan a bit more, and
can up the intensity for them.  If they know the guards will be reinforced
by the SWAT team in 3 turns, so the danger will go up, they can try to
take out the guards faster, or retreat to consider another path.
--
Daniel McSorley

#125 From: mcsorley@...
Date: Thu Sep 22, 2005 4:21 pm
Subject:: Re: Chi, Yin, and Yang in Cyberpunk
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> What would be good renamings for Chi, Yin, and Yang in a cyberpunk
> setting?  I'm thinking Edge for Chi but am compleatly stuck on Yin and
> Yang . . .

Depends on your cyberpunk.  If you're going with 80s cyberpunk where the
world has been bought out by japanese megacorps, then yin and yang work
very well; well, in Japanese it would be in and yo, but either works.

--
Daniel McSorley

#124 From: "redwulf25_ci" <redwulf25_ci@...>
Date: Wed Sep 21, 2005 11:42 pm
Subject:: Chi, Yin, and Yang in Cyberpunk
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What would be good renamings for Chi, Yin, and Yang in a cyberpunk
setting?  I'm thinking Edge for Chi but am compleatly stuck on Yin and
Yang . . .

#123 From: "motherlessgoose" <motherlessgoose@...>
Date: Wed Sep 21, 2005 2:39 pm
Subject:: Re: Wushu Supers
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Getting one of the core rules would be helpful in understanding the
rules a bit better.  I have Pulp-fu.  The rules in WushuOpen are
essentially the same with ideas for running a pulp game.  But the part
that may be useful to you is the examples.  Also the gun-fu, cut-fu,
and car-fu have good examples.  I just have Gun-fu and can tell you
that it fits nicely with the open rules.  I assume the others do too.

--- In wushurpg@..., "redwulf25_ci" <redwulf25_ci@y...>
wrote:

> Ok, already found two links Re: what I just asked.  Anyone have ideas
> or sugestions I won't find in the threads that are linked to on this
> page?

#122 From: mcsorley@...
Date: Tue Sep 20, 2005 11:57 pm
Subject:: Re: Wushu Supers
mcsorley314
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> 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

#121 From: "redwulf25_ci" <redwulf25_ci@...>
Date: Tue Sep 20, 2005 9:50 pm
Subject:: Re: Wushu Supers
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--- In wushurpg@..., "redwulf25_ci" <redwulf25_ci@y...>
wrote:
> 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?

Ok, already found two links Re: what I just asked.  Anyone have ideas
or sugestions I won't find in the threads that are linked to on this
page?

#120 From: "redwulf25_ci" <redwulf25_ci@...>
Date: Tue Sep 20, 2005 9:47 pm
Subject:: Wushu Supers
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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?

#119 From: "John" <longspeak@...>
Date: Mon Sep 19, 2005 8:26 pm
Subject:: Re: Wushu newbie
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--- In wushurpg@..., "motherlessgoose"
<motherlessgoose@y...> wrote:
> What I mean is the players can essentially narrate a detail in that
> the GM may not have had in mind and throw the whole scenario off
> somewhere else in a different direction.
>
Boy and how.  In my Jedi-Fu last Saturday, I asked the heroes if they
wanted to do anything special during the two days of down time before
the next phase of the story.  One tells me, "Yes, I want to set our
Sith Prisoner Free."

That simple (if inexplicable) statement set off a chain of events that
took the entire session, set the PCs against each other, nearly killed
everyone, and ended with the death of the Sith prisoner and a heart
translant for the PC that tried to free the Sith (the player narrated
her own grevious injuries!).  Never got to what I had planned, and now
never will because the Sith is dead.  And guess who's heart she ended
up with?

Well-meaning PC: "Sorry, we had no mechanical replacements, and no
time to manufacture one.  So we used the only available heart."

PC:  "You will all bow before the power of the dark si- er, I mean,
That's completely understandable."

> I assume that the Wushu GM does not need to come up with minute
> details in scenarios, but instead, just a mission, a list of
> conflicts and then let the players work it out?
>
I still map out the plot in some detail.  I want a good baseline for
where the story will go if the PCs don't interfere.  But that's a me
thing, not a Wushu thing.

> Also, would you say a good knowledge of kung fu movies is required to
> enjoy Wire-Fu?  I personally do not have a good knowledge of kung fu.
>
Knowledge of colorful terminology is good if you're running a wuxia
style Wire-Fu game, but you can also make up your own.  "Feel the
power of my Thousand Winter Storm Strike!"

LT

#118 From: Vasco Brown <unwiseone@...>
Date: Sat Sep 17, 2005 4:05 am
Subject:: Re: Re: Wushu newbie
exedore82
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On 9/16/05, motherlessgoose <motherlessgoose@...> wrote:
>
> Does Wushu work well in not-so combat intensive games?

Also, check out this thread, in which a fan describes how he handles
'social combat' in his game, which involves the senate of ancient
Rome.

http://forum.rpg.net/showthread.php?t=215059

--
Vasco - Doubting my beliefs,
and believing my doubts...

Imagined Spaces Wiki :
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#117 From: Vasco Brown <unwiseone@...>
Date: Sat Sep 17, 2005 3:14 am
Subject:: Re: Re: Wushu newbie
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On 9/16/05, motherlessgoose <motherlessgoose@...> wrote:
> Alright, since I have pulp-fu and don't really have much knowledge of
> kung fu, would Wire-fu do anything more for me?

Wire-Fu gives you everything you need to run a action movie (American
or Hong Kong) style game. Wire-Fu and Pulp-Fu cover the same basics,
but each has their own area of specialty. Me, I got both, and I have
no regrets. :)

> I was thinking about the rules again...It seems to me that if you
> wanted to have a little bit of a toned down game (ie not as combat
> oriented) you could have more scenes that require one-upmanship.  An
> example of this would be a mystery where the players are searching for
> clues, and then at the very end they confront the culprit.
>
> Does Wushu work well in not-so combat intensive games?

Definitely.

Check out this thread on the RPGnet forums, in which the author
discusses running a CSI style investigation game in Wushu:

http://forum.rpg.net/showthread.php?t=208177

--
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and believing my doubts...

Imagined Spaces Wiki :
http://www.corvus.freehosting123.com/wiki/

#116 From: "motherlessgoose" <motherlessgoose@...>
Date: Sat Sep 17, 2005 2:16 am
Subject:: Re: Wushu newbie
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--- In wushurpg@..., Vasco Brown <unwiseone@g...> wrote:
> Don't worry, a encyclopedia knowledge of martial arts or kung-fu
> movies is /not/ required to play Wushu. Wushu can run anything from
> 'Diehard' to 'Supercop' to 'Crouching Tiger, Hidden Dragon'. Hell, I'm
> pretty sure you could even pull of 'Memento' if you wanted. :)

Alright, since I have pulp-fu and don't really have much knowledge of
kung fu, would Wire-fu do anything more for me?

I was thinking about the rules again...It seems to me that if you
wanted to have a little bit of a toned down game (ie not as combat
oriented) you could have more scenes that require one-upmanship.  An
example of this would be a mystery where the players are searching for
clues, and then at the very end they confront the culprit.

Does Wushu work well in not-so combat intensive games?

#115 From: Vasco Brown <unwiseone@...>
Date: Fri Sep 16, 2005 8:08 pm
Subject:: Re: Wushu newbie
exedore82
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On 9/16/05, motherlessgoose <motherlessgoose@...> wrote:
> A couple of days ago, I downloaded Pulp-fu and Gun-fu from RPGNow.
> I've been reading over the rules.  I can't wait to play this game.
>
> I assume that the Wushu GM does not need to come
> up with minute details in scenarios, but instead, just a mission, a
> list of conflicts and then let the players work it out?

Yep. That's absolutely right. It works even better if you don't
require that the list of conflicts be overcome in a particular order.
Don't get caught up on trying telling your own story. Try to let the
player's actions and decisions guide the direction of play. I find
this works not only for Wushu but GMing in general.

> Also, would you say a good knowledge of kung fu movies is required to
> enjoy Wire-Fu?  I personally do not have a good knowledge of kung fu.

Don't worry, a encyclopedia knowledge of martial arts or kung-fu
movies is /not/ required to play Wushu. Wushu can run anything from
'Diehard' to 'Supercop' to 'Crouching Tiger, Hidden Dragon'. Hell, I'm
pretty sure you could even pull of 'Memento' if you wanted. :)


--
Vasco - Doubting my beliefs,
and believing my doubts...

Imagined Spaces Wiki :
http://www.corvus.freehosting123.com/wiki/

#114 From: "motherlessgoose" <motherlessgoose@...>
Date: Fri Sep 16, 2005 5:57 pm
Subject:: Wushu newbie
motherlessgoose
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A couple of days ago, I downloaded Pulp-fu and Gun-fu from RPGNow.
I've been reading over the rules.  I can't wait to play this game.

I do some questions:
It seems that Wushu is quite open.  It does not seem that the standard
adventure scenario would work very well in Wushu.  What I mean is the
players can essentially narrate a detail in that the GM may not have
had in mind and throw the whole scenario off somewhere else in a
different direction.  I assume that the Wushu GM does not need to come
up with minute details in scenarios, but instead, just a mission, a
list of conflicts and then let the players work it out?

Also, would you say a good knowledge of kung fu movies is required to
enjoy Wire-Fu?  I personally do not have a good knowledge of kung fu.

Thanks,
Goose

#113 From: Vasco Brown <unwiseone@...>
Date: Fri Sep 9, 2005 11:37 pm
Subject:: Re: EarthSkye Setting Notes
exedore82
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Definitely sounds like fun to me. Are there any conflicts built into
the setting by default? I think I'm sensing some like that in the form
of the 'Unaspected'. Any principal nations or groups? Any noteworthy
organizations or individuals? Either way, I think your setting would
be great addition to the Wushu Open Wiki :

http://wiki.saberpunk.net/pm2/pmwiki.php?n=Wushu.HomePage

--
Vasco - Doubting my beliefs,
and believing my doubts...

Imagined Spaces Wiki :
http://www.corvus.freehosting123.com/wiki/

#112 From: Dev Purkayastha <dev.purkayastha@...>
Date: Fri Sep 9, 2005 7:16 pm
Subject:: Re: Something of Note (Possible Errata)
locke61dv
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Of course, if you do mention "dice" to most folks in the world,
they'll think "six-sided, duh". But fwiw, a few folks have tried using
other kinds of dice for kicks, modifying the stat ranges as they saw
fit.

   -d

On 9/9/05, Hollis McCray <ascensionschild@...> wrote:
>  I was reading over Wire-Fu and Wushu Open and noticed something:
>  Nowhere does it mention what type of dice you're supposed to use,
>  although d6s do seem to be implied by the rules.
>
>  --
>  Hollis McCray
>  aVST Requiem, AZ-009 D
>  Mutant Registration Number #US2002023904
>
>  "Only one Human Captain has ever survived battle with a Minbari fleet.
>  He is behind me, you are in front of me. If you value your lives... be
>  somewhere else."
>  -Ambassador Delenn "Severed Dreams"
>
>  ________________________________
>  Yahoo! Groups Links
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#111 From: Hollis McCray <ascensionschild@...>
Date: Fri Sep 9, 2005 6:26 pm
Subject:: EarthSkye Setting Notes
ascensionschild
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Here are some of the notes for my EarthSkye setting. Sorry if it's a
little messy; I'm still working on it.

EarthSkye is a world where islands float above an endless ocean.
People travel between islands in airships made from a wood that
naturally floats in the air. Almost everyone has a tie to one of the
four elements; those without such a tie are considered cursed.

Geography:

Ocean:
-Stretches from horizon to horizon.
-Islands float above it.
-Only permanent surface feature is the Axis Mundi.
-Many fish, no ocean mammals.
-Seaweed mats, free-floating coral provide anchoring for some sea creatures.
-Raft cities on the surface mostly inhabited by water-aspected.

Islands:
-Float over the ocean.
-Kept up by naturally occurring ore in the rock.
-Rise suddenly from the ocean w/o warning, and find their permanent
height within hours.
-Eventually sink beneath the ocean, to a depth beyond reach.
-Climate varies from tropical to temperate.

Axis Mundi:
-Only permanent surface feature of ocean.
-Lies in the rough center of the world.
-White tower covered in undeciphered runes that glows brightly as the full moon.
-Stretches as high and as deep as anyone has ever been able to go.

People:
-Almost everyone is born connected to one of the elements, and has
powers relating to that element.
	 -Air: Float/fly in the air, wind gusts, weather prediction, etc.
	 -Earth: Toughen themselves, sculpt natural earth/stone, find ores, etc.
	 -Fire: Create/control fire, fire blasts, etc.
	 -Water: Breathe water, swim easily in water, water blasts, weather
prediction as well.
	 -Unaspected/Casteless: Considered cursed and touched by the Dragon
Below. Often killed at birth.
-Most people wear loose cotton clothing.

Religion:
-Worship the spirits of the world, with the Great Dragons of the four
elements seen as the most powerful spirits.
-At death, your soul is taken to the afterlife by the Dragon of your
birth element.
-Fifth Great Dragon, the Shadow Dragon or Dragon Below, is seen as the
god of destruction.

Airships:
-Primary means of transport between islands.
-Made from mostly from liftwood.
-Rigged above and below the main hull.

Liftwood:
-Naturally floats in the air.
-Grows on many islands.
-Comes in different varieties.
-Can have its properties altered through alchemy/sorcery.

Magic:
-Primary elementalism & alchemy.
-Easiest for someone to manipulate their aspect element; hardest to
use their opposite.
-Unaspected can learn elementalism, and have an equally hard time with
all elements.

--
Hollis McCray
aVST Requiem, AZ-009 D
Mutant Registration Number #US2002023904

"Only one Human Captain has ever survived battle with a Minbari fleet.
He is behind me, you are in front of me. If you value your lives... be
somewhere else."
-Ambassador Delenn "Severed Dreams"

#110 From: Hollis McCray <ascensionschild@...>
Date: Fri Sep 9, 2005 5:39 pm
Subject:: Re: Re: My Character Sheet
ascensionschild
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On 9/7/05, John McDonald <mac3141@...> wrote:
> --- In wushurpg@..., Hollis McCray
> Good Work Hollis! Love the Header font on the generic sheet. Hope
> you're going to give us a blurb on your EarthSkye setting - curious to
> see what its all about...
>
> Escherwolf (Who hopes to get back on track with his own projects soon).

LOL The font is called "Takeout" and can be downloaded for free from
fontface.com. I will should be posting something on EarthSkye later
today.

--
Hollis McCray
aVST Requiem, AZ-009 D
Mutant Registration Number #US2002023904

"Only one Human Captain has ever survived battle with a Minbari fleet.
He is behind me, you are in front of me. If you value your lives... be
somewhere else."
-Ambassador Delenn "Severed Dreams"

#109 From: Hollis McCray <ascensionschild@...>
Date: Fri Sep 9, 2005 5:20 pm
Subject:: Something of Note (Possible Errata)
ascensionschild
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I was reading over Wire-Fu and Wushu Open and noticed something:
Nowhere does it mention what type of dice you're supposed to use,
although d6s do seem to be implied by the rules.

--
Hollis McCray
aVST Requiem, AZ-009 D
Mutant Registration Number #US2002023904

"Only one Human Captain has ever survived battle with a Minbari fleet.
He is behind me, you are in front of me. If you value your lives... be
somewhere else."
-Ambassador Delenn "Severed Dreams"

#108 From: "John McDonald" <mac3141@...>
Date: Wed Sep 7, 2005 9:10 pm
Subject:: Re: My Character Sheet
escherwolf
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--- In wushurpg@..., Hollis McCray
<ascensionschild@g...> wrote:
> I've uploaded a generic character sheet I made for Wushu to the Yahoo
group.
> It should have plenty of room for traits, notes, and everything else.
I also
> included a 'plain' RTF version without the fonts so people can modify
it and
> a modified version I made for my EarthSkye campaign setting I'm
working on.
> Happy gaming!
>
Good Work Hollis! Love the Header font on the generic sheet. Hope
you're going to give us a blurb on your EarthSkye setting - curious to
see what its all about...

Escherwolf (Who hopes to get back on track with his own projects soon).

#107 From: Hollis McCray <ascensionschild@...>
Date: Mon Sep 5, 2005 6:21 pm
Subject:: My Character Sheet
ascensionschild
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I've uploaded a generic character sheet I made for Wushu to the Yahoo group. It should have plenty of room for traits, notes, and everything else. I also included a 'plain' RTF version without the fonts so people can modify it and a modified version I made for my EarthSkye campaign setting I'm working on. Happy gaming!

--
Hollis McCray
aVST Requiem, AZ-009 D
Mutant Registration Number #US2002023904

"Only one Human Captain has ever survived battle with a Minbari fleet. He is behind me, you are in front of me. If you value your lives... be somewhere else."
-Ambassador Delenn "Severed Dreams"

#106 From: wushurpg@...
Date: Mon Sep 5, 2005 6:16 pm
Subject:: New file uploaded to wushurpg
wushurpg@...
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the wushurpg
group.

   File        : /Hollis's Sheets/WushuCS-Plain.rtf
   Uploaded by : ascensionschild <ascensionschild@...>
   Description : Plain RTF version of my character sheet

You can access this file at the URL

http://au.groups.yahoo.com/group/wushurpg/files/Hollis%27s%20Sheets/WushuCS-Plai\
n.rtf

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/au/groups/files

Regards,

ascensionschild <ascensionschild@...>

#105 From: wushurpg@...
Date: Mon Sep 5, 2005 6:15 pm
Subject:: New file uploaded to wushurpg
wushurpg@...
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the wushurpg
group.

   File        : /Hollis's Sheets/WushuCS.pdf
   Uploaded by : ascensionschild <ascensionschild@...>
   Description :

You can access this file at the URL

http://au.groups.yahoo.com/group/wushurpg/files/Hollis%27s%20Sheets/WushuCS.pdf

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/au/groups/files

Regards,

ascensionschild <ascensionschild@...>

#104 From: "reverendbayn" <dan@...>
Date: Wed Aug 31, 2005 1:36 am
Subject:: Re: Updated Action Examples
reverendbayn
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--- In wushurpg@..., blackcat@m... wrote:
> The examples of stunts/descriptive actions/dice generation for actions
> in Wushu has been updated a little.

Damn! Another thing I gotta get off my ass and contribute to!

> Dan, a hypothetical question about the mythical Black Belt edition.
> What else is left for you to write before such a beastie can go into
> editing?

That's still a long way off, I'm afraid. I've got a ton of non-gaming stuff
that needs writin' for the foreseeable future. I'll be lucky if I can get
Wyrd-Fu done by the end of the year!

As for what needs to be written, I don't even know yet. Wyrd-Fu will
round out the supplements, but I plan to add a lot of GM advice to the
Black Belt edition. I might also put in some material for genres like
sci-fi, cop shows, etc.

> Also, since the orginal Wushu rules are now gone,
> what happens to the little movie/tv show setting riffs you did for it?

Well, since they were of questionable copyright status, I kinda figured
they'd die the big death ;) However, they might make good Wushu Wiki
material. Maybe I'll add them to your Action Examples?

> Do I need to buy a copy of Noir if I
> want my players to have complete rules?

The Wushu Open rules are as complete as you need, or such was my goal.
Of course, I highly recommend picking up a copy of Wire-Fu or Pulp-Fu.
They have a few extra bells and whistles, but nothing essential.
They're just damn good reads ;)

L8r, --Dan


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