--- 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
The examples of stunts/descriptive actions/dice generation for actions
in Wushu has been updated a little. I finally got around to filling out
the sections I had missed when I was suffering from sleep deprevation.
The editing is cleaned up a little bit, but I doubt anyone will notice
that, it's mostly internal to the wiki.
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? You were planning on writing Wyrd-Fu, I know... but I'm
curious what else? Also, since the orginal Wushu rules are now gone,
what happens to the little movie/tv show setting riffs you did for it?
Any chance they'll be coming back? do I need to buy a copy of Noir if I
want my players to have complete rules?
I think the Filibuster shows up in both Wire-Fu and Pulp-Fu.
It was one of the little rules that I stripped out of Wushu Open
to 1) keep it small and 2) save _some_ rules material for the books ;)
I think the cases where filibustering allows people to exceed the
dice cap are a result of another rule from Wire-Fu: Held Dice. If
you've got a pool of held dice from something you did earlier in
the game, you can add them to rolls later on. If you've filibustered
up to that point, you already have the max dice pool and the held
dice would go in on top.
Neither of those rules are covered by the Open License, though.
L8r, --Dan
--- In wushurpg@..., E.T.Angelfire@s... wrote:
>
> Can anyone tell me where this idea originated?
> I'd like to add it to my Wushu Open file, and credit te source.
It's part of Wire-Fu, at least. I haven't bothered to check the others.
LT
--- In wushurpg@..., E.T.Angelfire@s... wrote:
> You Did State;
>
> ***
> From what I understand, it's forgoing the counting of Details, and
> simply describing an elaborate character description or stunt that
> more than covers the die cap of allowed Details. Basically a way for
> the GM to say (if you're really elaborate, there's no need to count up
> Details; you get the full amount allowed). I'm not sure if this is the
> case, or all groups play like this. I've seen some play examples where
> Filibusters resulted in MORE dice than the die cap.
> ***
>
> Seems pretty basic: "if your description is cool enough, you win the
full dice limit regardless of how many individual details you used."
Or the You Made The GM Fall Out of His Seat Rule. Thanks for clarifying.
>
> Can anyone tell me where this idea originated? I'd like to add it to
my Wushu Open file, and credit te source.
You Did State;
***
From what I understand, it's forgoing the counting of Details, and
simply describing an elaborate character description or stunt that
more than covers the die cap of allowed Details. Basically a way for
the GM to say (if you're really elaborate, there's no need to count up
Details; you get the full amount allowed). I'm not sure if this is the
case, or all groups play like this. I've seen some play examples where
Filibusters resulted in MORE dice than the die cap.
***
Seems pretty basic: "if your description is cool enough, you win the full dice
limit regardless of how many individual details you used." Or the You Made The
GM Fall Out of His Seat Rule. Thanks for clarifying.
Can anyone tell me where this idea originated? I'd like to add it to my Wushu
Open file, and credit te source.
Hey everyone. Long-time Wushu fan, but new to this list. IN point of
fact, Wushu had pretty much vanished off my gaming radar when I saw
Wire-Fu on RPGNow!
Thought I'd post to the list and tell everyone about CutePDF Writer.
It's a free download for creating PDF files. Basically, you install
it, and then 'print' to a PDF file from whatever program you're using.
Here's the link:
http://www.cutepdf.com/
--- In wushurpg@..., E.T.Angelfire@s... wrote:
> What the subject line says. I came across casual mention of the term
on one of the websites and, as I don't think overnight legislative
sessions are a common element of the Wushu experience, I don't think
it means what it usually does. Clarification, please?
From what I understand, it's forgoing the counting of Details, and
simply describing an elaborate character description or stunt that
more than covers the die cap of allowed Details. Basically a way for
the GM to say (if you're really elaborate, there's no need to count up
Details; you get the full amount allowed). I'm not sure if this is the
case, or all groups play like this. I've seen some play examples where
Filibusters resulted in MORE dice than the die cap.
What the subject line says. I came across casual mention of the term on one of
the websites and, as I don't think overnight legislative sessions are a common
element of the Wushu experience, I don't think it means what it usually does.
Clarification, please?
Okay, first off, get Car-Fu. I'm finding it quite helpful for
visualizing ship fights in my Jedi-Fu game.
Regarding ship-to-ship, most of the fighters would be mooks, but you
would also see occasional flying aces among the enemy. Capital ships
could also be mooks. I'd use the rules (Sorry, can't recall who made
these) for adding to the successes needed when battling a large
ship. For example, the destroyer you're targeting might be a 20/3
obstacle. You need 20 Yin successes to take it out, but its
withering hail of fire requires three Yang successes every turn to
avoid.
In my own game, I'm using informal rules of scale, which no amount of
successes can overcome. You can't shoot a destroyer with a blaster
pistol. Or you can, but it won't even singe the outer plating.
Regarding technobabble, I have a two simple rules, one using the
stick, one using the carrot, depending on your style:
Stick: REQUIRE at least one technobabble detail any time someone
wants to do something technical. Without it, your attempt is doomed
to failure, or possibly doomed to develop interesting side effects.
Carrot: ALLOW anyone who does something technical to add one bonus
detail IF that detail is a bit of entertaining technobabble.
If you're running a more pulp style game, Traits
like "Inventor", "Science!", or "Gadgeteer" should apply
universally. In a more strict game, you might require the trait to
be more specialized, like "Starship Engineer," "Bio-xenologist"
or "Elite Hacker."
A Thousand Times,
LT
--- In wushurpg@..., E.T.Angelfire@s... wrote:
> Good Day;
>
> I've been looking at Wushu to run a Space Opera adventure (possibly
my favorite genre for gaming), and I'm appreciate if anyone can offer
general and specific insight.
>
> The general stuff is just that, how to do the big stuff that makes
Space Opera. I think I can see how to do Ship Battles, (fighters are
a mook fight, capital ships are nemesises), for instance, but I'd
appreciate any tricks.
>
> The specific thing is techno-babble. I think it is integral to the
genre that at least one character has to repair something each
adventure, and also that somebody modify or invent a device every
once in a while. The repair stuff is simple, a scab roll for the dull
stuff, a Mook situation for any dramatic "rebuilding the null-grav
flux just as the Delta 28 starts burning a trail of flame through the
atmpsphere." Inventing though, I've not thought up a mechanic yet. I
can see two tracks to take on this. Either the simple way, which just
means the character has some sort of "Inventor" Trait that they can
derive appropriate Details from when needed, or a whole new sub-
system for creating temporary Traits. Not sure about the later, as it
adds the sort of crunchiness Wushu relieves me from, but on the other
hand I can see some advantages.
>
> Feedback, please.
>
>
> Later;
> E.T.Smith
An easy subsystem could be giving the Inventor one roll to embellish
on (rolliing up to 6 dice), and the number of successes = new trait
that can be used in the next scene.
An easier one: you know how you can pass the dice back and forth
between players to work up to the dice limit? So the Inventor means
that the Inventor can jump in with the details and effects of his
weapon, even if he's not there (or otherwise wouldn't have the best
stats in the situation). So perhaps the Inventor is "Genius 5" but
also "Craven 1", while Bigg McLargehuge is "Ex-Soldier 4". So Bigg can
narrate him busting in the door and levelling Doc's new captain, and
then pass the dice to the Inventor to describe it's chrome finish and
wicked recoil, etc.
I'm totally on board (doh!) with the jargon/invention stuff, but I'd
only put the extra layer of system in if you want this to be a
centerpiece of play and/or add extra incentive for this kind of play.
The Inventor will probably find plenty of reasons to invent new stuff
on their own. You could generalize this for the ways players want to
use planning to contribute to others' actions (so the criminal
mastermind using his plan to empower a heist montage or something).
Good Day;
I've been looking at Wushu to run a Space Opera adventure (possibly my favorite
genre for gaming), and I'm appreciate if anyone can offer general and specific
insight.
The general stuff is just that, how to do the big stuff that makes Space Opera.
I think I can see how to do Ship Battles, (fighters are a mook fight, capital
ships are nemesises), for instance, but I'd appreciate any tricks.
The specific thing is techno-babble. I think it is integral to the genre that at
least one character has to repair something each adventure, and also that
somebody modify or invent a device every once in a while. The repair stuff is
simple, a scab roll for the dull stuff, a Mook situation for any dramatic
"rebuilding the null-grav flux just as the Delta 28 starts burning a trail of
flame through the atmpsphere." Inventing though, I've not thought up a mechanic
yet. I can see two tracks to take on this. Either the simple way, which just
means the character has some sort of "Inventor" Trait that they can derive
appropriate Details from when needed, or a whole new sub-system for creating
temporary Traits. Not sure about the later, as it adds the sort of crunchiness
Wushu relieves me from, but on the other hand I can see some advantages.
Feedback, please.
Later;
E.T.Smith
--- In wushurpg@..., E.T.Angelfire@s... wrote:
>
> Thank you, confirms what I expected. Your second answer though,
> implies that there may be times when the Yang/Yin division can be
> made after the roll (or at least that you have considered the possibility).
> Is this the case, or am I just reading a little too closely between the lines?
I meant to imply that you _could_ do so, though I haven't.
My memory is far from photographic, but I think Wire-Fu
and Pulp-Fu state this more explicitly.
--Dan
I plan to run a game in the setting of the Naruto anime show and manga
series. The PCs would start out as a team of Genin (apprentice ninja)
in a new hidden ninja village, and have the potential of influencing
that new village's future, and the country and countries around it,
for better or worse. I also wanted to give them the opportunity to
advance in rank and skill; in Naruto, an average Genin's skill is
nothing compared to an average Chuunin (journeyman) or Jounin (elite)
ninja.
I'll be using the Naruto Wushu rules I wrote for the Wiki (
http://wiki.saberpunk.net/pm2/pmwiki.php?n=Wushu.NarutoWushu ).
Advancement as written is a simple matter of gaining a couple points
every adventure or so, and distributing those to increase die caps and
Traits (or buy new Traits). It kinda goes against the advice I've
heard considering advancement in Wushu, but I thought the combination
of varying die caps and more limited Traits would play to Wushu's
advantages while still having characters of vastly different skill,
and the potential to advance that skill.
--- In wushurpg@..., "reverendbayn" <dan@b...> wrote:
> I've always found that the key to running long term games
> is to get he players to invest in changing the setting, rather
> than their character sheets. Give them a personal empire to
> carve out and defend, a criminal enterprise to build (and
> defend), a ship to keep flyin', rivals to show up, villains to
> vanquish, and so forth. Something that's bigger and more
> personally important than just a mission or a tavern job.
>
> Most games already feature these things and there's no
> reason they can't be the focus of "advancement."
>
> If you'd like more specific suggestions, tell us a little more
> about your game :)
>
> L8r, --Dan
You Did State;
***
I've only had a player veto another player's description once, and it worked out
just fine. Usually, I'm the one who has to shake my head and tell a player that
I don't think their action is appropriate to the genre, or doesn't make sense in
the scene, or whatever. As you said, it's mostly my attempt to encode the social
contract into the written rules.
***
and
***
I ask players to split up their pools before they roll, and they're all rolled
against the same Trait.
***
Thank you, confirms what I expected. Your second answer though, implies that
there may be times when the Yang/Yin division can be made after the roll (or at
least that you have considered the possibility). Is this the case, or am I just
reading a little too closely between the lines?
Later;
E.T.Smith
--- In wushurpg@..., "et_smth" <E.T.Angelfire@s...> wrote:
>
> First, vetoes. The concept is clear, but I don't understand how this
> will work in play.
I've only had a player veto another player's description once, and it
worked out just fine. Usually, I'm the one who has to shake my head
and tell a player that I don't think their action is appropriate to the genre,
or doesn't make sense in the scene, or whatever. As you said, it's mostly
my attempt to encode the social contract into the written rules.
> Second, Yang & Yin dice. Not much is stated in Wushu Open besides that
> one set is offensive, the other defensive. I assume that the player
> decides how to divide his or her pool between these two sets, but when
> should this division be made? Before the roll? After? Are some
> abilities Yin or Yang only? Again, play examples please.
I ask players to split up their pools before they roll, and they're all rolled
against the same Trait. If'n ya'd like examples, check these out :)
http://www.bayn.org/wushu/previews
--Dan
I've always found that the key to running long term games
is to get he players to invest in changing the setting, rather
than their character sheets. Give them a personal empire to
carve out and defend, a criminal enterprise to build (and
defend), a ship to keep flyin', rivals to show up, villains to
vanquish, and so forth. Something that's bigger and more
personally important than just a mission or a tavern job.
Most games already feature these things and there's no
reason they can't be the focus of "advancement."
If you'd like more specific suggestions, tell us a little more
about your game :)
L8r, --Dan
Hiya;
I like what I see in Wushu, but there a few points I would appreciate
some explanation on.
First, vetoes. The concept is clear, but I don't understand how this
will work in play. Is it intended that anything is vetoed if even just
one player objects, or does it have to be seconded, or even put to a
vote? Or am I over-thinking the matter, and is it supposed to be part
of the informal interplay that comes about from the social contract? I
ask because I can easily see this leading to arguments without some
idea about how to reach a consensus. How have folks been handling this
in play?
Second, Yang & Yin dice. Not much is stated in Wushu Open besides that
one set is offensive, the other defensive. I assume that the player
decides how to divide his or her pool between these two sets, but when
should this division be made? Before the roll? After? Are some
abilities Yin or Yang only? Again, play examples please.
Later;
E.T.Smith
I'm using Wushu for a long term Star Wars game. Well, I hope it will
be long term. My Jedi-Fu rules (In the files section here)
include "advancement" rules. But the concept of Advancement really
has no place in Wushu, where you are already the pinnacle ass-
kicking. Instead, I have guidelines for re-assigning traits when you
feel it's appropriate.
During a chapter, a player can move around traits anytime the entire
group agrees. In-between chapters, the player only needs GM
permission.
So, if you think your Weakness no longer applies, change it. If you
think you've learned enough of the Jedi way to call yourself a Jedi,
change your Core trait.
In addition, the GM can add or change traits or weaknesses when
appropriate, although the player should be consulted before doing
major changes.
LT
--- In wushurpg@..., "rockman_ratix"
<rockman_ratix@y...> wrote:
> I'm planning to eventually run a Wushu game that would hopefully
> expand into a campaign. I was just wondering if anyone has had hands
> on experience with using Wushu for ongoing campaigns, and how they
> applied character advancement/experience if any, and what problems
> there might have been, or if anything proved easier than expected.
I'm planning to eventually run a Wushu game that would hopefully
expand into a campaign. I was just wondering if anyone has had hands
on experience with using Wushu for ongoing campaigns, and how they
applied character advancement/experience if any, and what problems
there might have been, or if anything proved easier than expected.
So the PCS are WWII commandoes (British, American, Australian) who
have down a top-secret insertion into the heart of Nazi Germany. The
insertion has used a plane, and parachutes. This is sometime before
the D-Day landings. The team has been given information on some top
secret weapon that must be recovered before those landings can be
successful, and that a spy in the German high Command will meet them
with the weapon so that they can try to smuggle it out of the country.
The meeting goes down, and the contact, a frightened man, hands over
the box - a very small box, just as hordes of nazi mooks descend upon
the meeting. The contact is killed, and the PCs must escape.
Should they open the box they will discover that it contains an
ancient metal spear head - and nothing else. They may come to believe
that they have been conned, but that would be a mistake - powerful
forces pursue this artifact, and if it falls back into the hands of
the Nazis, the D-Day landings will fail...
********************************************************
Among the pursuers is the leading figure in the Gestapo in a special
branch dedicated to retrieving the spearhead. he is also a leading
figure in the Occult Thule society, and has ties with the earlier
Blood Lodge of Guido Von Liszt. May also be linked, if you desire, to
the Bavarian illuminatii. He is a combat expert with occult powers.
Another pursuer is an italian officer who is older than he looks - in
fact he has been a soldier for a very long time. He was a Roman
soldier named Longinius at the time of Christ's Crucifixion, and it
was he who plunged a spear into the martyr's side. Since then he has
been cursed to walk the Earth - his destiny and that of the spear
head are linked. He cannot be killed save by the spear used at the
exact time of day he used it on Christ. Otherwise, no matter how many
times the PCs kill him, he will regenerate and get up again.
************************************************************
Of course the whole nazi army is on the lookout for PCs, but they
don't necessarily know what their significance is.
*************************************************************
So what is it about the spearhead that Hitler does not want to lose
it? As many of you will have now guessed, the spearhead is what's
left of the Spear of Destiny AKA Heilige Lance AKA the Spear of
Longinus. It is supposed to be eble to affect the fate of nations for
good or ill, and has been previously used by the Emperor Constantine
the First. the visogoth Alaric, Frederick II, Barbarossa, the
crusader Bartholomew, Charlemagne, and Charles Martel - all to great
effect. A leader whowields the spear is said to be invincible. The
spear can be used to heal, and to destroy.
Some scholars believe that it is actually neither spear or lance, but
ctually the head of a Roman standard. In any case, Hitler had
recovered it from a museum in Vienna to add to his collection of
occult artifacts and was holding it in Saint Catherine's Cathedral in
Nuremburg, from whence it passed to the PCs.
Comments? Questions? Praise or condemnation?
Enjoy.
Escherwolf
Escherwolf
"The Warriors" was a classic tale of a Coney island gang that attends
a big meeting of all the New York gangs. At the meeting a VIP is
murdered, and the Warriors are framed. They go on the run to get home
to Coney island, crossing the territories of hostile and quite
bizzare gangs to get there.
It is a formula that is easy to transfer into other settings. You
need a group, a 'safe' home that they'd head for, a meeting, a VIP to
kill off, a group that's really responsible, and a lot of hostiles
that think the PC group did it. Lets take a look at the possibilities:
Post Apocalypse: Pcs attend a meeting set by popular visionary that
wants to rebuild society by uniting the various disparate survivors.
He's killed, a resource hungry rival group to the PCs frams the PCs,
and they have to escape to their home territory across miles of
hostile territories that may well be crawling with mutants, giant
bugs, radioactive zones, etc. They may have cool vehicles such as in
Mad Max.
Wirefu: Pcs represent a Kungfu School at a grand tournament between
schools. Highly respected KungFu master killed by evil rival school,
Pcs must escape. Other Schools will try to bring them to justice, but
the Pcs should probably refrain from lethal blows against schools
that are essentially good and are acting because of the false
accusation.
Space Opera: A newly formed space confederation holds its inaugural
meeting. Pcs are representatives of some small distant alliance. A
bomb goes off killing the confederation leaders - Pcs blames, and
must ghet themselves and their starship home while having to
hyperjump to a variety of hostile starsystems to get there.
Cyberpunk: Warriors with cyberware - nuff said.
Fantasy: Warriors with swords and magic trying to get home passing
through various hostile demihuman territories.
Arabian Nights: PCs are traders and storytellers attending the court
of Haroun Al Rashid in Baghdad - one of Haroun's court favourites are
murdered - now the Pcs must flee the wrath of baghdad back to the
safety of Damascus.
In all cases a showdown with the framing group should occur in the
PCs home territory, or just short of it. During this showdown the
truth should come out..
Comments, thoughts?
Escherwolf
Some of the best plots for roleplaying can be drawn from a good
movie. Usually the movies have to present a relatively simple story
in a visually interesting way. I say simple, because its rare that a
movie would match the complexity of a book. Compare a book based
movie to its source material - the movie is of neccessity pared down.
In any way, good plots can be varied endlessly to produce
new movies - change the setting, changed the genre, change the
characters, viola. The classic example is "The Seven Samurai". This
depicts seven characters banding together to protect a community from
a more powerful aggressor. This simple synopsis has been transferred
from Feudal Japan to the Wild West ("The Magnificent Seven"), The
world of bugs ("A bug's life") and deep space ("Battle Beyond the
Stars".
In this thread, I hope to discuss some movie plots and how
they might give rise to a variety of roleplaying scenarios for Wushu
in different genres and settings. Tomorrow I'll post my thoughts on
scenarios based on "The Warriors". In the meantime, I'd like to ask
if anyone has any ideas on movies they'd like to see given this
treatment.
Also I note that we've had a recent influx of new members over the
last week - I'd like to welcome them all to the group.
Escherwolf
PS - There may also be some riffin on books and graphic novels in due
course...
So the PCs are in ancient China, and play all those type of
characters typical of the period - kung-fu masters and students,
scholars, Taoist priests. Wire-Fu has a great list of appropriate
archetypes.
In a small village with a temple and an inn, the Pcs suddenly
find themselves beset by seemingly unlimited numbers of hopping
vampires...Yes its the traditional zombie tale in a Wuxia setting...
Chinese hopping vampires are stiff with rigor mortis, have extremely
long and razor sharp fingernails, have little innate intelligence,
may be able to fly for short periods, and simply will not stop trying
to get to the humans. In theory, they are Yin energy, and they are
looking to feed off yang energy - namely the living. Their touch is a
chi attack.
The Pcs are going to be besieged, but there are not completely
without options. First, by holding their breath, they effectively
become invisible to the Vamps who depend on detecting humans by their
breath. Disguising breath with the smell of garlic helps too.
Bullets tend not to work, but kung fu strikes will knock them back. A
yellow and red chinese death blessing can be pasted to their heads to
quiet them, and taoist priests will find they can do some damage with
rituals involving 8-sided chinese mirrors. straw brooms can be
effective too. They don't like sunlight, and won't cross long-grained
rice of good quality (don't buy poor quality rice - it may not work),
chicken blood and maybe garlic. Putting a six inch high block of wood
across a doorway will trip a hopping vampire, so they may not attempt
to cross.
Usually an evil sorceror is behind the animation of so many corpses -
taking him out may stop the plague of vamps - on the other hand,
maybe finding out what the sorceror wants can lead to a deal being
struck.
Enjoy...
Escherwolf
The idea of this thread is to present quick opening scenes to an
adventure or campaign. Its an adventure seed by opening scene thread.
So here's one to start:
The PCs are treasury agents (think the Untouchables) in Prohibition
Chicago, a time of gangs, speakeasy's, corrupt cops, Al Capone and
illegal alcohol. The scene opens in a warehouse - Mooks are busy
shifting large crates out of trucks that have just come from Canada.
The PCs burst in, there is a shootout, some mooks fall down and
others surrender. A Nemesis gang boss materialises out of the shadows
and denies that they are shifting alcohol. The Pcs will probably
decide to examine the contents of the crates themselves, finding
bottles. Opening the bottles, they discover that they are filled
with...blood.
Nemesis gang boss grins, revealing fangs, and clicks his fingers.
Supposedly dead mooks get up and surround the PCs...
****************************************************
Where can it go from here:
The treasury agents might now decide to become vampire hunters.
They might decide that vampires are not in their remit, and decide to
accept the embrace to become more effective at taking on the mortal
mobs - The vampires might be shipping alcohol as well to fund their
activities, and might be happy to have help against the competing
human mobs.
As above, but without the embrace - just an alliance.
They might ally with the mobsters vs the vampires.
Perhaps they discover that all the mobs are run by competing vampires
and they have to choose the lesser evil - or take them all on.
They might take on the vampires, then discover that it is only the
presence of the vampires that stops Chicago from blowing up into a
full gang war.
*******************************************************
Ok it may not be brilliant, but its a start...I hope to add at least
one new opening gambit a week to this thread, and I hope others will
contribute or comment as well. With luck, we can eventually
accumulate a heap of pick up and ready to riff on opening gambits.
Escherwolf
Do any of them like noir or heist movies? Think "Lock, Stock, & Two Smoking
Barrels."
It's a narrative structure that I've had a lot of success with in the last year
or two.
I think it would strike a nice balance between "action movie" one-shot and
sustained
campaign play.
Basically, you set your players up as a street gang of some kind and give them a
territory (a nighclub, neighborhood, city, whatever). Populate it with NPCs who
want to steal their territory, bring them to justice, rob them, or use them as
pawns.
First session, start things off with 2-3 planned events that introduce valuable
stuff
they could steal, threats to their freedom, and/or a good old fashioned turf
war.
After that, their plots & schemes should fuel plenty of subsequent adventures.
Plus, they invest themselves in changing the game world (eliminating rivals,
securing their territory, carrying out crimes, etc.) instead of traditional
character advancement. They motivate the plot, which means less planning
for you and more investment for them.
And there's more than enough violence to go around :)
Anyway, that's my suggestion. I ran an Erebus game that way a while ago
and it ranks among my favorite RPing experiences of all time. I also ran
an Unknown Armies game a few months ago and it rocked on toast. I've
even had multiple demands to run it again, such is its fame ;)
My $0.02, --Dan
--- In wushurpg@..., blackcat@m... wrote:
>
> I'm just
> still working out my battle plan to convince my other players that
> Wushu could actually be used for a longish term campaign, and is not
> relegated to action movies.
>
> Aaron S.
--- In wushurpg@..., blackcat@m... wrote:
> I have NO Idea if it's up on the Wiki yet. If it's not, somebody
> should put it there. And then they can fill in the blanks and missed
> places that I goofed on. You're welcome, glad you like it. I'm just
> still working out my battle plan to convince my other players that
> Wushu could actually be used for a longish term campaign, and is not
> relegated to action movies.
>
> Aaron S.
Not to worry Aaron. I've put it all onto the Wiki under your name,
though there is still a lot of editing to do. I'm hoping that some of
our other members will add stuff to it, or help with the editing.
As for longish term campaigns - maybe you should take a tip from the
Arabian Nights - tell them your only going to tell one story, but keep
on stating new ones to keep them on the hook. Nobody will want to stop
on a cliffhanger, or an unsolved mystery. If you can keep it up long
enough, you'll end up with a longish campaign...
Escherwolf
Nice work, Aaron! Did this go up on the wiki yet?
Seems like that'd be the place to make additions/revisions.
This will be a great resource for new Wushu players :)
Grazzi, --Dan
--------
I have NO Idea if it's up on the Wiki yet. If it's not, somebody
should put it there. And then they can fill in the blanks and missed
places that I goofed on. You're welcome, glad you like it. I'm just
still working out my battle plan to convince my other players that
Wushu could actually be used for a longish term campaign, and is not
relegated to action movies.
Aaron S.
Nice work, Aaron! Did this go up on the wiki yet?
Seems like that'd be the place to make additions/revisions.
This will be a great resource for new Wushu players :)
Grazzi, --Dan