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#231 From: John Halsey <thricedamnedgorol@...>
Date: Mon Dec 18, 2006 2:20 pm
Subject:: Re: "Racial Traits"
thricedamned...
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It depends. 
 
I know that's a copout answer, but it really does depend on how much that race effects a character's abilities. If you're talking about an elf from D&D, whose racial characteristics give it things like low-light vision and a slight propensity towards magic, there's really no need for a Trait; in Wushu, those things are just flavor. If, however, we're talking about a "race" like a werewolf or a dragon, those kinds of things offer a host of useful abilities that should probably have their own individual Traits. (See http://wiki.saberpunk.net/Wushu/Monsterpunk for some good examples).
 
Hope that helps.
 
 

~*~*~*~*~*~*~*~*~

There was a man who sat each day looking out through a narrow vertical opening where a single board had been removed from a tall wooden fence. Each day a wild ass of the desert passed outside the fence and across the narrow opening--first the nose, then the head, the forelegs, the long brown back, the hindlegs, and lastly the tail. One day, the man leaped to his feet with the light of discovery in his eyes and he shouted for all who could hear him: "It is obvious! The nose causes the tail!"

~Stories of the Hidden Wisdom,

from the Oral History of Rakis



----- Original Message ----
From: David Andrews <blaster219@...>
To: wushurpg@...
Sent: Sunday, December 17, 2006 9:35:34 AM
Subject: [wushurpg] "Racial Traits"

I'm writing a fantasy campaign to run with my group and I'm wondering how to deal with non-human races. How (if at all) should they be represented using traits?

--
http://blaster219. blogspot. com



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#230 From: "David Andrews" <blaster219@...>
Date: Sun Dec 17, 2006 2:35 pm
Subject:: "Racial Traits"
d_orc
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I'm writing a fantasy campaign to run with my group and I'm wondering how to deal with non-human races. How (if at all) should they be represented using traits?

--
http://blaster219.blogspot.com

#229 From: John Halsey <thricedamnedgorol@...>
Date: Sun Dec 17, 2006 12:00 pm
Subject:: Re: Just joined
thricedamned...
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Welcome to the cult--I mean, club! Here's your kool-aid! ^_^
 

~*~*~*~*~*~*~*~*~

There was a man who sat each day looking out through a narrow vertical opening where a single board had been removed from a tall wooden fence. Each day a wild ass of the desert passed outside the fence and across the narrow opening--first the nose, then the head, the forelegs, the long brown back, the hindlegs, and lastly the tail. One day, the man leaped to his feet with the light of discovery in his eyes and he shouted for all who could hear him: "It is obvious! The nose causes the tail!"

~Stories of the Hidden Wisdom,

from the Oral History of Rakis



----- Original Message ----
From: David Andrews <blaster219@...>
To: wushurpg@...
Sent: Saturday, December 16, 2006 9:18:31 AM
Subject: [wushurpg] Just joined

Just wanted to say Hi.

Discovered Wushu a couple of weeks ago and frothed at the rest of my gaming group until they read the Open version. Looks like the next game I'll run will be a Wushu game. Yay!

--
http://blaster219. blogspot. com



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#228 From: "David Andrews" <blaster219@...>
Date: Sat Dec 16, 2006 2:18 pm
Subject:: Just joined
d_orc
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Just wanted to say Hi.

Discovered Wushu a couple of weeks ago and frothed at the rest of my gaming group until they read the Open version. Looks like the next game I'll run will be a Wushu game. Yay!

--
http://blaster219.blogspot.com

#227 From: "Brian Isikoff" <brian.isikoff@...>
Date: Sat Nov 25, 2006 8:35 pm
Subject:: Wushu review podcast sighting
BIsikoff
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Howdy All,

FYI: We did some Wushu discussion and review on the latest episode (8)
of 2d6 Feet in a Random Direction. Overall, I think it's a very
positive review, and from linkbacks, it looks like I've netted at
least one new fan.  ;)

The episode is at http://www.2d6feet.com/?p=22  or via iTunes.  The
Wushu portion comes on at 37:21 and runs about 10 minutes.

Thanks all!

Brian

--
1000 buffalo stampede - http://www.1000buffalo.com
2d6 Feet in a Random Direction - http://www.2d6feet.com

#226 From: Grant Howitt <ropey_d@...>
Date: Sat Nov 11, 2006 1:32 pm
Subject:: (No subject)
da_ropes
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Ah - yes, sorry.  I meant to say "5" rather than "above 5" - that might make even Wushu characters too powerful.

G


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#225 From: John Halsey <thricedamnedgorol@...>
Date: Sat Nov 11, 2006 12:52 am
Subject:: Re:
thricedamned...
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That sounds like some really good ideas. One thing, though: did you mean to say "above 5", or "at 5"? If the former, how does a score of 6 work? Wouldn't it just be automatic successes?

----- Original Message ----
From: Grant Howitt <ropey_d@...>
To: wushurpg@...
Sent: Friday, November 10, 2006 9:44:41 AM
Subject: [wushurpg]

My current system involves an xp system...

Every game played with a character earns them two xp.  These xp can be spent in the following ways -

1) One point gives an automatic success on any dice roll in addition to any dice rolled.
2) Eight points gives a stat boost of one - no more than two stats above five.  (characters start with five stats at 3-4)
3) Five points gives a Descriptor.  Descriptors are mini-stats; "fast" "stealthy" "good-looking" - every point in a Descriptor gives an automatic bonus dice in any action involving it.

So no massive change to the system, and advancement would take a while.  But it keeps my xp-hungry players happy.

G


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#224 From: Grant Howitt <ropey_d@...>
Date: Fri Nov 10, 2006 2:44 pm
Subject:: (No subject)
da_ropes
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My current system involves an xp system...

Every game played with a character earns them two xp.  These xp can be spent in the following ways -

1) One point gives an automatic success on any dice roll in addition to any dice rolled.
2) Eight points gives a stat boost of one - no more than two stats above five.  (characters start with five stats at 3-4)
3) Five points gives a Descriptor.  Descriptors are mini-stats; "fast" "stealthy" "good-looking" - every point in a Descriptor gives an automatic bonus dice in any action involving it.

So no massive change to the system, and advancement would take a while.  But it keeps my xp-hungry players happy.

G



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#223 From: "witamous" <wimattson@...>
Date: Thu Nov 9, 2006 4:03 pm
Subject:: Lines of Advancement
witamous
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Hi I had a few thoughts on this,

> 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).

This is great if you can make it work, but given the narrow 2-5 range
of stats it always seemed a bit wrong to toss a few more points in
there. I have tried once to give someone a new trait as part of the
shuffle around of stats between adventures. Stingy GM that I am I made
them drop a point for it ;) .

> --- 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.

I tend to agree here with the padre 'o' wushu here. My only proviso is
that when you have a group of ex-D&Ders or a bunch of white-wolfers
its hard for them to let go of xp. Or if you're trying to slowly
reform some power-gamers.

The rule I use tries to balance these two. This is shamelessly taken
from the wushu wiki and I think from something related in marvel
universe (?). Anyway every session a character gets to write down
something memorable and specific from within the session. "Its always
easier the second time" comes to mind here. The PC can cash in this
past experience once per session to add a die to their die pool for
free as long as it is loosely related to this past experience.

For example, in a Fantasy campaign, Grok the Destroyer (sigh, yes the
actual name), performed a grisly decapitation on an orc leader,
stunning his warband enough that they failed to respond to a hidden
group of archers. He wrote down something along the lines of, "No
respect for decorum - warchiefs don't need heads." Since then my
player has used this twice, once to behead a captain of the guard, and
another time as part of intimidating another orc leader. As long as
its close to the original act.
This leads to some signature moves, which fits the genre as long as it
doesnt lead to repeating the same series of actions again and again. I
like this a lot better than unbalancing things by adding lots of
points after every session and adds a sort of memoir or book of
exploits. Those tavern stories arent just to wow the locals.

Let me know your thoughts,
-w

#222 From: wushurpg@...
Date: Wed Nov 8, 2006 5:03 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        : /Character Sheets/DerivativeCharSheet.pdf
   Uploaded by : witamous <wimattson@...>
   Description : A rather derivative character sheet, made for black and white
off the official character sheet, but more stylistic elements, pieces of the
wallpapers, etc...

You can access this file at the URL

http://au.groups.yahoo.com/group/wushurpg/files/Character%20Sheets/DerivativeCha\
rSheet.pdf

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

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

Regards,

witamous <wimattson@...>

#221 From: "Aaron Smith" <blackcat1313@...>
Date: Mon Oct 23, 2006 8:55 am
Subject:: Wushu Character Sheet PDF
aj_smith_1313
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Quite a while back, there was a very nicely done character sheet for
Wushu done in landscape format, two character sheets side by side. I
still have the PDF, and like it an awful lot, but I'm trying to figure
out how I can add text fields in the lines, and boxes so I can fill
them out on screen.

Can anyone help me out? Either by editing the file itself to allow
text entries on the lines (I can send the file if nobody has it) or
sending me an email telling me how to run my fancy copy of Adobe 6 so
I can insert the text lines?

#220 From: Martin Hall <redwulf25_ci@...>
Date: Thu Oct 12, 2006 3:43 pm
Subject:: Re: Weakness
redwulf25_ci
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--- Aaron Smith <blackcat1313@...> wrote:

>     Another way to think of a weakness is as a
> roleplaying aid. A player
> is very very unlikely to get themselves into a
> situation where they must
> roll against the trait of 1. How that trait is
> defined, is more of a
> roleplaying guideline. So, you see Superman staying
> the heck away from
> Kryptonite, Spiderman having all kinds of issues in
> his normal life, and
> the Punisher having serious issues when trying to
> act like a normal
> human being.
>
>     None of those characters is rolling against a
> trait that is at 1,
> because they're roleplaying thier weakness. If one
> of those characters
> were to actually FIGHT the weakness, eg: Spiderman
> being somehow a hero
> to his boss, Superman being mysteriously immune to
> the effects of the
> Kryptonite, the Punisher sitting down in a formal
> resturant and having a
> nice normal evening out, then the player would be
> rolling against a
> trait of 1.
>
>     If my character has a weakness that says "A
> woman in a man's world"
> and I narrate my character being accepted on even
> footing with men, or
> trying to act in a manner that is contrary to the
> given role, then I
> roll against a one. If I play to type with
> seduction, manipulation, and
> flirtatiousness, then I don't roll vs a 1.

There we go, it's explained in a way that finaly
penetrates my skull.

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#219 From: Martin Hall <redwulf25_ci@...>
Date: Thu Oct 12, 2006 3:26 pm
Subject:: Re: Weaknesses
redwulf25_ci
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--- Fred Furtado <planetfred@...> wrote:

> Citando Martin Hall <redwulf25_ci@...>:
>
> > Can someone post a few examples of how this
> mechanic
> > works?  Especialy if you can use examples of
> things
> > like alergys and adictions as well as superhero
> like
> > examples of a weakness against fire and a weakness
> > against kryptonite . . .
>
>   I'm not a Wushu master, but I believe whenever a
> weakness comes into play, you
> only have successes if the dice come up 1.

This part I understand.

For
> example, say a characters has
> Swordmaster of Itabi 5 and Violence 1. He arrives
> home to see his wife and
> child murdered and the perpetrator laughing
> maniacally over their corpses.
> Normally, in a battle scene, the character would
> probably roll against his
> Swordmaster Trait, but since he is obviosuly
> enraged, he can't concentrate well
> enough to use his skill. Unfortunately for him. :]
>   A more traditional super-hero weakness could ne
> used in the same way, I guess.
> Superman only roll successes in the presence of
> Kryptonite if the dice come up
> 1.

That sounds like it might work for somethings but
misses a lot of them . . .

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#218 From: Aaron Smith <blackcat1313@...>
Date: Thu Oct 12, 2006 5:59 am
Subject:: Weakness
aj_smith_1313
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Another way to think of a weakness is as a roleplaying aid. A player
is very very unlikely to get themselves into a situation where they must
roll against the trait of 1. How that trait is defined, is more of a
roleplaying guideline. So, you see Superman staying the heck away from
Kryptonite, Spiderman having all kinds of issues in his normal life, and
the Punisher having serious issues when trying to act like a normal
human being.

     None of those characters is rolling against a trait that is at 1,
because they're roleplaying thier weakness. If one of those characters
were to actually FIGHT the weakness, eg: Spiderman being somehow a hero
to his boss, Superman being mysteriously immune to the effects of the
Kryptonite, the Punisher sitting down in a formal resturant and having a
nice normal evening out, then the player would be rolling against a
trait of 1.

     If my character has a weakness that says "A woman in a man's world"
and I narrate my character being accepted on even footing with men, or
trying to act in a manner that is contrary to the given role, then I
roll against a one. If I play to type with seduction, manipulation, and
flirtatiousness, then I don't roll vs a 1.

Aaron S.

#217 From: "Nicholas Novitski" <nicknovitski@...>
Date: Thu Oct 12, 2006 12:32 am
Subject:: Re: Weaknesses
bce23w
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A weakness is a restriction on the characters behavior.  The trait itself can be written as loosely as any other, but it can also always be re-expressed as "Whenever X is involved, the character is useless."

For example, Superman's weakness could be "Kryptonite."  Whenever the bad guys have kryptonite, Superman's gonna lose, unless he has other characters helping, or his player narrates something clever to get rid of the kryptonite that doesn't involve Supes not being anything but nauseous and powerless.

On the other hand, Spiderman's weakness is...well, it could be several things.  "The Truth," "family," "responsibility for tragedy."  I'd probably just express it all in "Peter Parker."  So whenever things hinge in some way around interactions with his boss, his aunt, his girlfriend, his image in his boss' paper which his aunt reads, Spidey's gonna lose, unless the player narrates how his home life gets even more screwed up, his conscience becomes even more tortured, etc.

Finally, the Punisher.  He has the weakness "Interaction with sane human beings."  He can't do it.  His player knows he can't do it.  The GM knows he can't.  Thus, there is a tacit (or overt) agreement that the Player will not try to act against this weakness, and the GM won't try to force it on the Player without a good reason.

Incidentally, I would say that an interesting and appropriate weakness for Superman would be "Alien."  Comes in whenever confronted with or fighting against his legacy, including, in the most blatant form, shards of his homeworld.

On 10/11/06, Fred Furtado <planetfred@...> wrote:
Citando Martin Hall <redwulf25_ci@...>:

> Can someone post a few examples of how this mechanic
> works?  Especialy if you can use examples of things
> like alergys and adictions as well as superhero like
> examples of a weakness against fire and a weakness
> against kryptonite . . .

  I'm not a Wushu master, but I believe whenever a weakness comes into play, you
only have successes if the dice come up 1. For example, say a characters has
Swordmaster of Itabi 5 and Violence 1. He arrives home to see his wife and
child murdered and the perpetrator laughing maniacally over their corpses.
Normally, in a battle scene, the character would probably roll against his
Swordmaster Trait, but since he is obviosuly enraged, he can't concentrate well
enough to use his skill. Unfortunately for him. :]
  A more traditional super-hero weakness could ne used in the same way, I guess.
Superman only roll successes in the presence of Kryptonite if the dice come up
1.
  Tchau!


--
Fred Furtado
planetfred@...
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#216 From: Fred Furtado <planetfred@...>
Date: Wed Oct 11, 2006 6:59 pm
Subject:: Re: Weaknesses
patchlord
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Citando Martin Hall <redwulf25_ci@...>:

> Can someone post a few examples of how this mechanic
> works?  Especialy if you can use examples of things
> like alergys and adictions as well as superhero like
> examples of a weakness against fire and a weakness
> against kryptonite . . .

   I'm not a Wushu master, but I believe whenever a weakness comes into play, you
only have successes if the dice come up 1. For example, say a characters has
Swordmaster of Itabi 5 and Violence 1. He arrives home to see his wife and
child murdered and the perpetrator laughing maniacally over their corpses.
Normally, in a battle scene, the character would probably roll against his
Swordmaster Trait, but since he is obviosuly enraged, he can't concentrate well
enough to use his skill. Unfortunately for him. :]
   A more traditional super-hero weakness could ne used in the same way, I guess.
Superman only roll successes in the presence of Kryptonite if the dice come up
1.
   Tchau!


--
Fred Furtado
planetfred@...
________________________________________________________________________________\
___
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Blog,
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#215 From: Martin Hall <redwulf25_ci@...>
Date: Wed Oct 11, 2006 5:41 pm
Subject:: Weaknesses
redwulf25_ci
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Can someone post a few examples of how this mechanic
works?  Especialy if you can use examples of things
like alergys and adictions as well as superhero like
examples of a weakness against fire and a weakness
against kryptonite . . .

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#214 From: John Halsey <thricedamnedgorol@...>
Date: Mon Aug 28, 2006 8:06 pm
Subject:: [Wushu] Nemeses battles
thricedamned...
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I'm just curious--whenever you guys have a nemesis battle involving more than one combatant, either by making PCs split their dice pools, or by appyling the nemesis' Yin or Yang dice to more than one person at a time, when do you assign succeses? Do you say, before you roll, "Ok, 1 yang and 1 yin dice are coming at you," or do you just roll and apply successes afterwords? It would seem unfair, if the dice cap was 6 and you have 3 players rolling 2 dice each, as suggested in the Open Rules. The advantage would clearly be to the Nemesis, who gets to pick and chose between characters who did not score enough Yin successes.
 
On a related note, do you let your players know how many Yin and Yang you are rolling, or do you tell them afterword?


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#213 From: "BIsikoff" <brian.isikoff@...>
Date: Mon Aug 28, 2006 12:41 am
Subject:: Re: Wushu Collected :) (File uploaded)
BIsikoff
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Feel free to upload as needed.  I didn't want to do so myself until
folks had a chance to comment and such.

Thanks!

--- In wushurpg@..., "Dev Purkayastha"
<dev.purkayastha@g...> wrote:
>
> Nice work. Could you post it to a more publicly visible place, or
> alternately, could I upload it onto my webspace? (So that non-members
> of the group could repost it.)
>
>    -d
>
> On 8/27/06, Brian Isikoff <brian.isikoff@g...> wrote:
> >
> >
> >    Howdy All,
> >
> >  Just a brief word that I've uploaded the pdf booklet "Wushu
Collected"
> >  to the files section.   :)
> >
> >  Wushu Collected prints as a digest-sized booklet, and features the
> >  Wushu Open and Wushu Open Reloaded texts in their entirety.  I
believe
> >  both are covered under the CC license, so hopefull I haven't stepped
> >  on anyone's toes.
> >
> >  I've been really enjoying lots of printed indie games lately, and
came
> >  back and figured why not whip one up for Wushu, another favorite of
> >  mine.
> >
> >  Enjoy!
> >
> >  Brian
> >
> >  --
> >  1000 buffalo stampede
> >  http://www.1000buffalo.com
> >
>

#212 From: "Dev Purkayastha" <dev.purkayastha@...>
Date: Sun Aug 27, 2006 11:05 pm
Subject:: Re: Wushu Collected :) (File uploaded)
locke61dv
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Nice work. Could you post it to a more publicly visible place, or
alternately, could I upload it onto my webspace? (So that non-members
of the group could repost it.)

    -d

On 8/27/06, Brian Isikoff <brian.isikoff@...> wrote:
>
>
>    Howdy All,
>
>  Just a brief word that I've uploaded the pdf booklet "Wushu Collected"
>  to the files section.   :)
>
>  Wushu Collected prints as a digest-sized booklet, and features the
>  Wushu Open and Wushu Open Reloaded texts in their entirety.  I believe
>  both are covered under the CC license, so hopefull I haven't stepped
>  on anyone's toes.
>
>  I've been really enjoying lots of printed indie games lately, and came
>  back and figured why not whip one up for Wushu, another favorite of
>  mine.
>
>  Enjoy!
>
>  Brian
>
>  --
>  1000 buffalo stampede
>  http://www.1000buffalo.com
>

#211 From: "Brian Isikoff" <brian.isikoff@...>
Date: Sun Aug 27, 2006 9:02 am
Subject:: Wushu Collected :) (File uploaded)
BIsikoff
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Howdy All,

Just a brief word that I've uploaded the pdf booklet "Wushu Collected"
to the files section.   :)

Wushu Collected prints as a digest-sized booklet, and features the
Wushu Open and Wushu Open Reloaded texts in their entirety.  I believe
both are covered under the CC license, so hopefull I haven't stepped
on anyone's toes.

I've been really enjoying lots of printed indie games lately, and came
back and figured why not whip one up for Wushu, another favorite of
mine.

Enjoy!

Brian

--
1000 buffalo stampede
http://www.1000buffalo.com

#210 From: "Nicholas Novitski" <nicknovitski@...>
Date: Wed Jul 26, 2006 7:51 pm
Subject:: Re: [Wushu] Special abilities
bce23w
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On 7/26/06, John Halsey <thricedamnedgorol@...> wrote:
>
>
>
> Heya,
>
> I was wondering if anyone has used the special ability rules like in the Star
Wars Clone Wars wushu game or those posted in the Fan Rules of the wiki.
> Are they redundant or unnecessary?

I would say yes, but I always say yes to that question, asked of any
additional Wushu rules.  It's a common controversy.  Adding to the
rules seems pretty against their spirit.

As far as the rest, my philosophical positions prevent me from trying
abilities out, so I can't answer properly.

--
Nick Novitski
http://everythingfan.blogspot.com

#209 From: John Halsey <thricedamnedgorol@...>
Date: Wed Jul 26, 2006 5:28 pm
Subject:: [Wushu] Special abilities
thricedamned...
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Heya,
 
I was wondering if anyone has used the special ability rules like in the Star Wars Clone Wars wushu game or those posted in the Fan Rules of the wiki. How well do they work? Are they balanced? Are they redundant or unnecessary?
 
Thanks!
John


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#208 From: Christopher Fletcher <gwyddion0@...>
Date: Sun Jun 25, 2006 5:30 am
Subject:: Re: Newbie says hello
gwyddion0
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--- norbertgmatausch
<norbertgmatausch@...> wrote:

> My name is Norbert G. Matausch, I'm a 35 year-old
> German, roleplayer
> since 1984 and think Wushu is friggin' cool. I just
> wanted to say hi
> to you all and I'm looking forward to being a member
> of this group."

Ah. Another german roleplayer. Given the lack of
gaming I've had the last five years, I'm starting to
think I should leave the U.S. and head over there.  :)

Welcome to the group, although there doesn't seem to
really be any activity. Really, there's not a lot to
talk about with Wushu it seems... It's pretty cool,
but most of the Wushu people are pretty opposed to
adding any rules that make it crunchy so not much to
really talk about at the end of the day. Bailywolf on
rpgnet has had some interesting things he's done with
Wushu (he's responsible for one of the Wushu Exalted
versions out there), but he freely admits he's adding
more rules than many Wushu fans might like.

Not sure if you've seen it, but for answering any
questions you might have, you can always check this
thread here:

http://forum.rpg.net/showthread.php?t=253715

It's a pretty good compilation of Wushu threads that
was made before they reinstituted the Search feature
on rpgnet.

http://wiki.saberpunk.net/Wushu/HomePage

The Wushu wiki might be of some help to you as well.

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#207 From: "Norbert G. Matausch" <norbertgmatausch@...>
Date: Sat Jun 24, 2006 12:06 pm
Subject:: (No subject)
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---------------------
   Norbert G. Matausch
   Email: norbertgmatausch@...
   Private Blog:  http://xvii-17.blogspot.com
   Roleplaying Blog: http://storyentertainment.blogspot.com

--
http://www.fastmail.fm - Or how I learned to stop worrying and
                           love email again

#206 From: "norbertgmatausch" <norbertgmatausch@...>
Date: Fri Jun 23, 2006 11:27 pm
Subject:: Re: TSOY
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--- In wushurpg@..., "Dev Purkayastha"
<dev.purkayastha@g...> wrote:
>
> Hey there. I've read TSOY and played Wushu, so let me toss in my cents.

Hi Dev, same here, same here ;)

> Here's what I'd do with Keys: If you feel you fulfilled your Key in a
> round, you can bank 1 Held Die into that key, storing up a max of 3
> Held Dice in each one (that you can unleash for a bigger bonus, or
> even hand out to others as a bonus). For a buyoff, you can scratch off
> the key and get a one-time boost of 5 Held Dice to use however, but
> they're only usable in the context of this conflict. Finally, you can
> buy new Keys for 1 Chi each.

Sounds pretty interesting, but would increase bookkeeping -- not much,
though. How would you handle the Keys exactly? Would you say that each
successful application of a Key yields one Held Die, or would you do
it more TSOY-like, giving the player the more dice (XP) the more
complicated the situation gets? I'd go with option #1, one application
of a Key is one Held Die.

#205 From: "norbertgmatausch" <norbertgmatausch@...>
Date: Fri Jun 23, 2006 11:19 pm
Subject:: Newbie says hello
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Slowly, he touched the keyboard of his laptop, the screen flickering
in the darkness/just seconds ago, he had clicked on the "Join this
Group" button/and within moments, he had been taken into the secret
virtual lair of this group called "wushurpg"/tentatively, he typed a
word: "Hello"/he gulped down the rest of his drink/too late now; this
was no time for cowards/he continued, typing with two fingers/"Hello.
My name is Norbert G. Matausch, I'm a 35 year-old German, roleplayer
since 1984 and think Wushu is friggin' cool. I just wanted to say hi
to you all and I'm looking forward to being a member of this group."

:)

#204 From: "Dev Purkayastha" <dev.purkayastha@...>
Date: Mon Jun 5, 2006 10:42 pm
Subject:: Re: TSOY
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Hey there. I've read TSOY and played Wushu, so let me toss in my cents.

(BTW, if you're not familiar with The Shadow of Yesterday, it's
CreativeCommons licensed! So you can read the game free online[1], or
check out the free version of the stripped-down, quasigeneric form of
the system [2]. I've read the latter myself.)

I think that TSOY has a number of interesting mechanics. Stuff that I
think is cool:

* There's XP, but most importantly is about *how* you gain XP, i.e. by
hitting on the self-identified Keys that define your character.
(Example: Key of Cowardice, get 1 XP for each time you're cowardly.)
There's also a feature to these keys called buyoff, where you get a
big one-time XP bonus (and strike the Key from your sheet) if you
choose to do something that goes against your Key. (Example:
Buyoff=10XP for standing your ground in a deadly situation.)

* You also have these important resource pools, and the only way to
refresh them is by engaging in some possibly conflict-ridden way with
the other players. (So a social challenge, a mental challenge, a
physical challenge.)

* There are things called "Secrets", but to some extent they're just a
bit like neat powerups that let you do cool things.

* Bringing Down the Pain, which is more or less like going into
bullettime. You break down your action into rounds of conflict, and
the stakes can change in the middle if you've got the advantage (from
"I graze him with my bow" to "I take down him and all his guards").

Beyond that, there's the fudgelike scale of abilities. So which of
these things do you want to port into Wushu? (Or vice versa?)

Here's what I'd do with Keys: If you feel you fulfilled your Key in a
round, you can bank 1 Held Die into that key, storing up a max of 3
Held Dice in each one (that you can unleash for a bigger bonus, or
even hand out to others as a bonus). For a buyoff, you can scratch off
the key and get a one-time boost of 5 Held Dice to use however, but
they're only usable in the context of this conflict. Finally, you can
buy new Keys for 1 Chi each.

     -d

[1] http://www.anvilwerks.com/?The-Shadow-of-Yesterday
[2] http://www.anvilwerks.com/src/tsoy2/solar_system.html

#203 From: Christopher Fletcher <gwyddion0@...>
Date: Mon Jun 5, 2006 3:06 pm
Subject:: TSOY
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First off, I realize that many people think Wushu is
just fine the way it is.

For those that don't however, how do you think it
would be blending together Wushu and TSOY (The Shadows
of Yesterday)?

The new version of TSOY is a Fudge based/derived
implementation. It's scale is about similar to Wushu.
It comes with XP and all those other bits that people
seem to want.

At the end of the day, one of the _primary_ things
that makes Wushu what it is, is the PoNT (Principle of
Narrative Truth). Along with dice cap and dice based
on description. Anyone with experience care to
comment? I haven't had a chance to actually try
assembling this yet, and it'd be nice to know what
people think before I do.

Oh, and before someone suggests it... No, I didn't
post this to rpgent, and did not do so very
deliberately. My only other tentative idea was
dismissed immediately, and I'm interested in actually
trying to discuss this one.

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#202 From: "John" <longspeak@...>
Date: Sat May 27, 2006 7:31 pm
Subject:: Re: Printing the Fu's
longspeak_te...
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No, the pages were already formatted for landscape, and I printed them
landscape.  I can't remember how I moved it (Maybe I just shrunk it a
little), but I made an extra half-inch along the top edge.  Perfectly
usable.

This from someone who depsises electronic formats and ordinarilty
refuses to buy 'em.

--- In wushurpg@..., "Travis" <tensider@y...> wrote:
>
> Hi John,
>
> Two questions on your solution:
>
> 1) Did that create portrait-oriented pages, or did you have
> landscape pages with a larger gutter on the left side? I'm shooting
> for the former.
>
> 2) If it did create portrait-oriented pages, where did you change
> the guttering? I can't find any options in Acrobat Pro that will
> allow me to change the document properties.
>
> Thanks!
> travis
>
>
>
> --- In wushurpg@..., "John" <longspeak@c...> wrote:
> >
> > My copies weren't formatted for the screen, but for landscaped
> letter-
> > sized paper.  I simply set the gutter an bit higher on one edge
> for
> > the hole-punch and printed 'em out.
> >
> > John
> >
>


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