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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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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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
> >
>
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
>
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
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
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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--- 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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--- 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.
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."
:)
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
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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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
> >
>
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
>
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
--- In wushurpg@..., "Travis" <tensider@y...> wrote:
>
> Hi all,
>
> This is my first time posting here, but some of you may know me
> as "travis" on RPGnet.
>
> I'm printing as much of the Wushu resources that I can find
online
> and assembling them into a binder. I purchased all of the Wushu Fu
> titles from RPGnow, only to discover that they have been formatted
for
> the screen. This will make it tough to bind, and contrasts with the
> portrait orientation for all of the other material.
>
> I looked in Acrobat Pro 7.0 for a way to change the orientation
of
> the page while preserving the text. No luck (or I just don't see
the
> solution).
>
> Has anyone experienced this problem? If so, how did you get
around
> it without a lot of cut & paste?
>
> cheers,
> travis
>
Hi all,
This is my first time posting here, but some of you may know me
as "travis" on RPGnet.
I'm printing as much of the Wushu resources that I can find online
and assembling them into a binder. I purchased all of the Wushu Fu
titles from RPGnow, only to discover that they have been formatted for
the screen. This will make it tough to bind, and contrasts with the
portrait orientation for all of the other material.
I looked in Acrobat Pro 7.0 for a way to change the orientation of
the page while preserving the text. No luck (or I just don't see the
solution).
Has anyone experienced this problem? If so, how did you get around
it without a lot of cut & paste?
cheers,
travis
And as for traits and weaknesses, I just like to keep things flexible... One 'distiction', as you put it, might be fine for one character, but a couple of more specific flaws might suit another better, and I want to keep that option open. I like systems that are
very flexible and suited for many different types of characters, and Wushu certainly has that potential.
Rather than merely adding my voice in chorusing agreement to yours, I will quote from Chad Underkoffler's freely available PDQ core rules, which I serendipitously downloaded today, and which has given me more than a few things to think about.
"Qualities represent a broad skill or field of knowledge; if a particular Quality is relevant at all to an action or topic, the character may apply that Quality when attempting that action or understanding that topic. This is called the penumbra (or "shadow") of the Quality. Therefore, a player shouldn't choose Qualities that are too narrow or its penumbra will cast too narrow a shadow; too broad, and identifying the sorts of things that should fall under the penumbra becomes pointless. The parameters for what's "too broad" or "too narrow" are up to the individual GM. "For example, consider a character who has the Quality of "Teacher." For some PDQ games, that will be perfectly fine; for others, too broad. The GM might ask the player to refine the Quality, to give a better idea of the sorts of things that will fall under the Teacher Quality's penumbra. So: "Teacher" could become "College History Prof," "High School Chemistry Teacher," or "Grade School Teacher." While all would cover the basic concept of education, each individual choice will bring different skills under the Quality penumbra – not just their fields of interest, but also supplementary knowledge: the College History Prof would have more experience with (academic) politics, the High School Chemistry Teacher would know more about adolescent fads, and the Grade School Teacher would be better at dealing with kids on a sugar high."
To summarize: Penumbral thickness is up to you, and it probably will work out the same no matter what you do. This is officially now, for me, word one on Traits.
Anyway, all I would say in addition to that is to pay attention to how one person with one broad difficulty and one person with several distinct ones interact system wise. And then tell us all about it.
But I'm just repeating myself, so I'll shut up.
Hey, you stuck to your guns and eventually got me to realize you were right. You're living the internet dream! Take a victory lap and spike the ball in the endzone!
LoL.
Yeah, well, my group's games have always been on the cinematic side,
so we've been naturally attracted to rules-light, fast paced
systems... We've never tried anything quite like this, though, so I
can't say how well it'll work for us yet. I don't think I'll have any
objections, at least if we try it out on a one-shot scale, but whether
the players can use the system to its full potential, i.e. get more
narrative detail into the action instead of just reverting to 'I hit
the bad guy' mode, is a completely different question...
And as for traits and weaknesses, I just like to keep things
flexible... One 'distiction', as you put it, might be fine for one
character, but a couple of more specific flaws might suit another
better, and I want to keep that option open. I like systems that are
very flexible and suited for many different types of characters, and
Wushu certainly has that potential.
But I'm just repeating myself, so I'll shut up. If anyone has more to
say about my character sheet, feedback's always welcome... (But I
probably won't make changes to it until I've at least used it once...)
Ben B.
--- In wushurpg@..., "Nicholas Novitski"
<nicknovitski@g...> wrote:
>
> Ha! That'll teach me to make assumptions. Your reasoned response has
> revealed the ugly arrogance hidden behind my kind words.
>
> On 4/8/06, Ben B. Bainton <ben@b...> wrote:
> >
> > I totally agree with you. And, as a GM, I don't really give a rats ass
> > about what numbers players have written on their sheets. However,
> > players love juggling numbers. Well, mine do anyway. ;)
>
>
> Hmm.
>
> Well, I'm glad they like Wushu, then! Or, rather, I sure hope they
will.
>
> Certainly, everyone's welcome to their tastes and preferences. But,
nothing
> can be all things to all people. I have a friend who has bravely
vouchsafed
> to me that he cannot play Wushu, because it doesn't have the
shopping-list
> particularity that he so loves. After a long, depressing while, I
realized
> that there was nothing I could actually do. Changing the game to
fit him
> would have changed it into another game, which would not have been
as fun
> for him as a game focused from the start of its design on what he likes.
> Changing the person might be possible in the case of people who are
knocking
> it before they tried it, but this is someone who tried it and knows
> themselves pretty well. Having accepted this, I moved on to playing the
> game with people who liked it.
>
> I think Wushu is such a great game as to be nearly ideal for me and
many,
> many other people. Some of those people might not even know it yet.
But
> not everyone will be able to play it and have fun at the same time.
>
> Also, do check out the wiki for info on adding a little more crunch
to the
> game. Some of the rules mods are pretty swank.
>
>
> Also, I'd like to keep the number of weaknesses flexible. While a few
> > positive traits might well be enough to portray different aspects of a
> > character, I feel that limiting characters' weaknesses to one may not
> > work in all cases... Depending of course on the style and setting and
> > how specific you want weaknesses to be, etc...
>
>
> Ahh. You've hit on it in that last bit. In my games, weaknesses are
> indistinguishable in their descriptions from any other trait. Actually,
> I've taken to calling them Distinctions, to leave out the "Can't
ever" or
> "Vulnerable to" that people seem to like to sneak in. Un-entertainingly
> specific for me. Even leaving the mechanics otherwise untouched,
just the
> name change has made for some much more interesting characters. It got
> people away from (what I think of as) the Gurps approach to character
> limitations. Many disadvantages from other systems are entirely
> uninteresting. King Kong doesn't have the disadvantage "Berserk,"
he has
> the Distinction "In All the World, Unique." Only one of these can
have a
> full-length movie of emotional depth based on them.
>
> ...And the problem with my saying that is that 'uninteresting' is
relative
> to me. Some people seem to like what I don't. Shocking, I know.
>
> - Nick
>
I totally agree with you. And, as a GM, I don't really give a rats ass
about what numbers players have written on their sheets. However, players love juggling numbers. Well, mine do anyway. ;)
Hmm.
Well, I'm glad they like Wushu, then! Or, rather, I sure hope they will.
Certainly, everyone's welcome to their tastes and preferences. But, nothing can be all things to all people. I have a friend who has bravely vouchsafed to me that he cannot play Wushu, because it doesn't have the shopping-list particularity that he so loves. After a long, depressing while, I realized that there was nothing I could actually do. Changing the game to fit him would have changed it into another game, which would not have been as fun for him as a game focused from the start of its design on what he likes. Changing the person might be possible in the case of people who are knocking it before they tried it, but this is someone who tried it and knows themselves pretty well. Having accepted this, I moved on to playing the game with people who liked it.
I think Wushu is such a great game as to be nearly ideal for me and many, many other people. Some of those people might not even know it yet. But not everyone will be able to play it and have fun at the same time.
Also, do check out the wiki for info on adding a little more crunch to the game. Some of the rules mods are pretty swank.
Also, I'd like to keep the number of weaknesses flexible. While a few positive traits might well be enough to portray different aspects of a character, I feel that limiting characters' weaknesses to one may not work in all cases... Depending of course on the style and setting and
how specific you want weaknesses to be, etc...
Ahh. You've hit on it in that last bit. In my games, weaknesses are indistinguishable in their descriptions from any other trait. Actually, I've taken to calling them Distinctions, to leave out the "Can't ever" or "Vulnerable to" that people seem to like to sneak in. Un-entertainingly specific for me. Even leaving the mechanics otherwise untouched, just the name change has made for some much more interesting characters. It got people away from (what I think of as) the Gurps approach to character limitations. Many disadvantages from other systems are entirely uninteresting. King Kong doesn't have the disadvantage "Berserk," he has the Distinction "In All the World, Unique." Only one of these can have a full-length movie of emotional depth based on them.
...And the problem with my saying that is that 'uninteresting' is relative to me. Some people seem to like what I don't. Shocking, I know.
--- In wushurpg@..., "Nicholas Novitski"
<nicknovitski@g...> wrote:
>
> Hey, Ben! Nice to have you join us.
>
> On 4/7/06, Ben B. Bainton <ben@b...> wrote:
> >
> > As for now, there's space for several weaknesses, as I prefer a system
> > where the players can pick additional weaknesses for extra trait
> > points.
>
>
> I notice that you say you haven't got the chance to run Wushu yet.
Don't
> take this the wrong way, since many people (like me) went through
the same
> phase of mental disconnect at some time or another, but: You don't
actually
> ever need 'more' points. Any one Wushu character can be more
powerful, less
> powerful, or exactly as powerful as any other Wushu character, no matter
> what 'point totals' they have.
I totally agree with you. And, as a GM, I don't really give a rats ass
about what numbers players have written on their sheets. However,
players love juggling numbers. Well, mine do anyway. ;)
Also, I'd like to keep the number of weaknesses flexible. While a few
positive traits might well be enough to portray different aspects of a
character, I feel that limiting characters' weaknesses to one may not
work in all cases... Depending of course on the style and setting and
how specific you want weaknesses to be, etc...
I just like to keep all bases covered, as they say. :) Anyways,
feedback is always welcome.
Ben B.
As for now, there's space for several weaknesses, as I prefer a system where the players can pick additional weaknesses for extra trait points.
I notice that you say you haven't got the chance to run Wushu yet. Don't take this the wrong way, since many people (like me) went through the same phase of mental disconnect at some time or another, but: You don't actually ever need 'more' points. Any one Wushu character can be more powerful, less powerful, or exactly as powerful as any other Wushu character, no matter what 'point totals' they have.
The classic example (for me) is Luke Skywalker in Star Wars (Farm Boy 1, Practiced Mechanic 3, Gifted Pilot 4, Intuitive Shot 5) and in Return of the Jedi (Friends Get Into Trouble 1, Level-Headed Talker 3, Hand-made Saber 4, Strong in the Force 5). Both of them have, in system terms, identical "power," but they're worlds apart in the details of their narration, with one skating by on the skin of his teeth, and the other chopping fools up. You can easily also imagine a character with only the traits (Megalomaniac 1, Shoots Lasers From His Eyes That Can Blow Up Anything 3), immensely powerful compared to either Luke, but who could not get conflicts to resolve his way. So, to summarize, trait numbers accomplish almost nil in terms of making a character "feel" more or less powerful in play. Note that this also answers to the issue of experience and advancement: Wushu characters may change, but they start out badasses and don't really need to get more-so, system-wise.
I just let everyone have a trait at five, a trait at four, a trait at three and a trait at one. More traits than that will end up as superfluous, as four of them can pretty much cover any situation if you name them right and narrate semi-creatively. As well, it gives a good mix of difficulties for different types of action for the character, which is what you really want to preserve. If we know things can be exciting with 5-4-3 stats, and characters can be more or less powerful but still all have the same stats, there's no pressing need for those stats to ever differ.
Err. The opinions expressed above are of Kicker, LLC, and not those of the WushuRPG mailing list. Expect dissenting opinions.
Also, the box for tracking chi has numbers up to six, in case additional points are needed for some purpose. (I know I'll want to have chi use a bit more dynamic than just a hit point replacement, but as of yet I'm not exactly sure what I'll do with it.)
Well, remember that Chi is less hit points in the sense of "I can get beaten up a lot, cuz I'm tough," and more in the sense of "I can accept THIS much opposition from the system before I lose the ability to determine my own fate." Since character's aren't necessarily hurt or even hit when they lose it in a fight, Chi only effects narration when it runs out completely and something directs Yang towards the character. In which case that thing can decide what happens to him (killed, KOed, captured, discredited, distracted by other circumstance, just not mentioned until the end of the fight, etc).
On the Wiki, people have noted a couple of possibilities for what Chi can best be said to represent, and what alternate uses that implies. Commonly agreed: Since it is something like narrative force, the two are exchangeable in trade. So the GM might say, "I want you all to get beaten up here and thrown into prison, because it'll be cooler later. I'll give X chi to anyone who agrees." Control over your character in the 'Beaten Up And Jailed' arena is sacrificed for a blood-payment of chi. The inverse would be acceptable effects that players could spend Chi on. Note that they'd have to be something that couldn't just be narrated, which narrows the possibilities considerably; Narration can make anything exist or happen that the GM allows it to!
Please, do not take from my quibbles that I think this is anything less than spiff! It's nicer work than I really ever expected to see for the game dearest to my heart! Well done! A worthy premier!
Hiya!
I'm new here, and I've yet to try Wushu in action, but I must say I
like the idea behind it... I've been trying to think of a really
cinematic system for a long time, but I think this comes the closest
to it I've ever seen...
Anyway, I was bored last night so I whipped up this little character
sheet. As I'm not yet sure as to the exact house rules I'd be playing
with when I'll get around to actually running a Wushu game, this may
change in the future...
As for now, there's space for several weaknesses, as I prefer a system
where the players can pick additional weaknesses for extra trait
points. Also, the box for tracking chi has numbers up to six, in case
additional points are needed for some purpose. (I know I'll want to
have chi use a bit more dynamic than just a hit point replacement, but
as of yet I'm not exactly sure what I'll do with it.)
Anyways, you can grab the sheet, in PDF, here:
http://www.bossbattle.net/home/rpg/wushu_sheet_a4.pdf
It's in A4 size (as that's the paper size used here), and prints two
character sheets per sheet of paper. (Meaning the sheet is actually in
A5 size, which seems convinient enough for me...)
Enjoy,
Ben B.
Oh, how i love improvised adventures... The best sessions i had as a
GM even now all of them had as much planning as saying to the
players "You're in city X. What you wanna do?". Proably that's why i
love so much games like Wushu or Risus, as they make it easier to
make NPCs stats out of nowhere ^^.
But ansering the main question. I may be wrong about this - and if i
am, feel free to correct me - but i think the Narrative Truth
principle works for both the players AND the GM. That is, if the
players can dictate NPCs actions when they're kicking their ass, so
can you when you it's the opposite situation. And this goes for the
Mooks fights and for the Nemesis fights as well.
As for the thing "you can't cut off his arm", this is barely
discussed in the open rules; players can't "kill" the Nemesis until
he have no Chi points left (when the GM can let them do the
finishing blow and all). "Kill", in an RPG, of course, means
more "make him unable to battle" more then actually "killing him";
that is, if the fact of losing an arm will put the Nemesis out of
battle, you have all the right to veto that detail. But in Wushu, as
far as i'm concerned, having just one arm rarely means not being
able to keep fighting...
But the real thing is, to a Wushu game to run really well, it's
necessary for the players and GM to be in tune to what's apropriate
to the game, so that this kind of thing doesn't got to happen. It's
proably one of the biggest concerns many people have with this kind
of mostly narrative based rules, where the players can decide what
to do or to be without much concern with mechanics. I know we had
this kind of problem here in Brazil not so long ago, with a very
sucessful game system that had some common principles, but that did
get a lot of bad critics and concerns because of the same thing.
--- In wushurpg@..., "Andrew Dr Rotwang! Reyes"
<areyes@k...> wrote:
>
> ##NOTE: This message was originally posted to RPG.Net, in modified
> form. ##
>
> Well, I just ran a totally impromptu game of Wushu for my group.
(Two
> of the five players couldn't make it, so the Serenity game will
hafta
> wait for next week.)
>
> It went OK; they really had fun being able to describe their cool
> stuff without fear of, you know, rolling a bunch of dingus and
failing
> at it all. For me, though, it was a pretty big paradigm shift -- it
> seemed a totally different way of running a game. To wit:
>
> I wasn't sure how to describe Chi loss. Since everything happens
just
> the way the players say it does, I was just adding descriptions to
> account for damage taken -- which felt kind of shoehorned it. "I
flip
> him over, throw him to the ground and kick him in the ribs! Oh, I
got
> 2 yang successes and no yin." "Okay...another guy tugs you by the
> shoulder and punches you in the face." I couldn't get it in there
> smoothly. Like I say, it felt awkward.
>
> Also, I stumbled a bit during a Nemesis battle. It wasn't a rules
> problem; it was a matter of describing the Nemesis' actions without
> violating the Principle of Narrative Truth. In other words, it was
> hard not to say, basically, "Oh, yeah? Well he's gonna DODGE, so
you
> CAN'T cut his arm off!"
>
> That said, I think we all enjoyed the game, even though I was
totally
> making it up and had NO PLOT AT ALL. Still, like I said, everyone
got
> to thump some rumps without fear of failure.
>
> Any suggestions on how to work around my problems? Thanks in
advance!
>
##NOTE: This message was originally posted to RPG.Net, in modified
form. ##
Well, I just ran a totally impromptu game of Wushu for my group. (Two
of the five players couldn't make it, so the Serenity game will hafta
wait for next week.)
It went OK; they really had fun being able to describe their cool
stuff without fear of, you know, rolling a bunch of dingus and failing
at it all. For me, though, it was a pretty big paradigm shift -- it
seemed a totally different way of running a game. To wit:
I wasn't sure how to describe Chi loss. Since everything happens just
the way the players say it does, I was just adding descriptions to
account for damage taken -- which felt kind of shoehorned it. "I flip
him over, throw him to the ground and kick him in the ribs! Oh, I got
2 yang successes and no yin." "Okay...another guy tugs you by the
shoulder and punches you in the face." I couldn't get it in there
smoothly. Like I say, it felt awkward.
Also, I stumbled a bit during a Nemesis battle. It wasn't a rules
problem; it was a matter of describing the Nemesis' actions without
violating the Principle of Narrative Truth. In other words, it was
hard not to say, basically, "Oh, yeah? Well he's gonna DODGE, so you
CAN'T cut his arm off!"
That said, I think we all enjoyed the game, even though I was totally
making it up and had NO PLOT AT ALL. Still, like I said, everyone got
to thump some rumps without fear of failure.
Any suggestions on how to work around my problems? Thanks in advance!
Daniel's got it, though I wouldn't count those extra Details against their pool
limit. I'd handle
the chargen stuff separately, since you're providing Details for Trait points,
not for dice to roll
on the related action.
It's explained on page 22 (as your PDF viewing counts), under "Going Insane."
--Dan
> In "The Fringe" there is a part, in one of the examples of play, that
> goes something like this: "There is nothing about burglary in his
> character description, and he wants more than 2 dice, so he spends 2
> points to create a new Trait called Burglary (4). He now owes the GM
> 2 Details to explain his new Trait".
>
> I can't seem to find the rules for this seemingly on-the-fly character
> creation anywhere. Did I miss something? Can somebody point be to
> where I can find this rules if they exist? I think this is a pretty
> cool concept because games can start instantly, with only a quick
> decision on character concept.
Well, it's wushu, there are only so many mechanics, so you can probably
fill in the details pretty easily.
Characters have 6 points to spend on traits at 1 for 1, starting at the
default 2. Save some for use during play if you like.
If, during play, you decide you need a trait, and it fits in your
background, use some of your untrained points. Your narration must
include a flashback, discussion with other characters, or some other set
of details equal to the points you just spent, to say where it came from.
For instance, you spend 2 points to acquire burglary 4.
"Earl bends down and peers at the lock. He pulls out his picks and goes
to work, squinting at the tiny keyhole. "Did you know you can take
correspondance courses in prison? They're required by law to let you,
even if it's a locksmithing course," he continues, as the cylinder turns
smoothly and he eases the door open, revealing the darkness inside."
Our of a 5 detail narration, two (prison, locksmithing) go toward
acquiring the trait, the other three plus the base die are rolled against
his new trait of Burglary (4) to open the lock.
--
Daniel McSorley
In "The Fringe" there is a part, in one of the examples of play, that
goes something like this: "There is nothing about burglary in his
character description, and he wants more than 2 dice, so he spends 2
points to create a new Trait called Burglary (4). He now owes the GM
2 Details to explain his new Trait".
I can't seem to find the rules for this seemingly on-the-fly character
creation anywhere. Did I miss something? Can somebody point be to
where I can find this rules if they exist? I think this is a pretty
cool concept because games can start instantly, with only a quick
decision on character concept.