Hey.
Long time no movement aroud here, right? Anyway, i have some
thoughts here i'd like to share and talk about. Lately i've been
experimenting a lot with sports-based roleplaying - i'm brazilian,
in case you don't know, and, as any brazilian who deserve the name,
i'm a football lover (or, as you north-american weirdos call
it, "soccer"), and been thinking about how to play the game in a pen-
and-paper RPG for quite sometime. Sometime ago i even got to release
a free e-book with a fantasy sport based on it, complete with a game
system to play it and even a whole Tolkien-like fantasy setting
around it XD.
Anyway, lately i've thinking on how to run a Wushu sports game. I
thought it would be a nice way to encourage more descriptive plays -
you know, full of dribles and all that stuff you see Cristiano
Ronaldo and Ronaldinho doing; or even something more Captain
Tsubasa / Shaolin Soccer-like if the players want to. My main
thoughts went around this:
- The players go describing their action as usual, passing the ball,
dribling, kicking and all that. They can describe actions for their
own, for the other players on the team that are not the PCs (or the
other PCs too, with authorization from the respective player), and
all that. When they reach the die-cap, they play against a proper
trait and stuff as usual, dividing between Yang (offense) and Yin
(defense) dices and all. And as usual too, you can't describe anyone
on your team scoring a goal unless the dice tells you can do that.
- The games can be either Mook games or Nemesis games; the
difference, as usual, is that Mooks are small teams, that barely
represent any challenge, while Nemesis are the big teams, you know,
the local rivals, the chapionship finals or something like that.
Thereby, Mooks are usually there just for the players to play
around, while the Nemesis can actually defend themselves and play
back to try to win through the GMs descriptions for them.
- The main difference from the combat Wushu system i guess would
have to be on how the Threat Rating works. Instead of dictating when
the fight is over, it dictates when the team can score a goal: once
the Threat Rating reaches zero, the players can describe they
scoring a goal, much of like a coup de grace. The game then re-
starts, the Threat Rating being back to full (or maybe a little
less, if the GM feel like making the teams get tired during play).
That said, a Nemesis team should proably have a Threat Rating too,
wich would be something like they're total of Chi points.
- Against the players, the enemy teams scores whenever they can make
a hit without there being a Yin sucess or a Chi point left to
cancel. Thing go as usual there: Mook teams gets one or more free
Yang successes every die roll; Nemesis teams get descriptions of
actions with as many Details as the GM feel like having. The only
concern i have here is if i should give the whole PCs team a single
Chi pool, or if i should let each PC use their own Chi points to
cancel the offensive plays of the enemy team. I think the first
option works better. Anyway, once a goal is scored by the enemy,
they get all they're Chi points back and the game re-starts.
- Finally, there's the duration of the games. I know Wushu
disencourage the count of time during play, but on a sport game with
fixed time to end there's really not much ways to avoid it. I tought
of considering a "turn" to be over whenever the players finish their
descriptions and roll their dice to see how much successes they
have. A game would end after a determined number of turns (say,
something like 5-10 die rolls total), and the team with more goals
scored during this time is the winner.
Any thoughts over that? I haven't got the chance to try it out yet,
but i think it should work fine, right? Anything you guys think i
should do different?
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Thanks Daniel,
I think you're right, I'll let the PCs use the NPCs as "detail
fodder". One thing I might do, because it's our first attempt at
Wushu, is "feed" the players details about the NPCs for them to use
in their descriptions.
Firstly, this will keep the NPCs involved in the game. Secondly, it
will allow me to give examples of the different ways details can be
used in Wushu.
Example:
"Player 1: Some stormtroopers will shoot at the defenceless Verpine
this turn, use it in your description."
"Player 2: The reckless daredevil NPC does something foolhardy this
turn. What is it? And how does your character respond?"
"Player 3: One of your NPCs gets hit this turn. Describe how."
Hopefully, after a few turns, the players will get the hang of it and
I'll prompt them less and less...
--- In wushurpg@..., "Daniel McSorley"
<mcsorley.1@...> wrote:
> Let each player narrate for two NPCs. Cap the dice normally (ie, if
> the scene cap is 6, you can get up to 6 dice describing actions for
> your character or either of the two NPCs. Let them use the, um,
> highest applicable trait from any of the three characters.
>
> "Han charges around the corner, followed by Chewie. Both of them
are
> screaming at the top of their lungs and firing randomly to keep the
> troopers on the run. Meanwhile, R2 is plugged into the computer,
> trying to power down the tractor beam that's keeping us locked in
> here. He beeps and chirps in robot frustration." (I allocate 2
dice
> to yin, 2 to yang, and 2 toward the scene goal of getting the falcon
> loose.)
>
> > Secondly, one of the NPCs is a Verpine starship tech. These
insectoid
> > aliens are pacifists to the point of it counting as a Weakness.
If he
> > gets into a Mook fight with his combat rating of 1 and a die cap
of 4-
> > 5 dice, he's going to run out of Chi pretty quickly.
> >
> > My idea for this is to allow the other characters to "donate" Yin
> > successes to him. This could come across in description quite
well,
> > knocking him out of the way of blaster bolts and yelling at him
to
> > keep his head down, etc.
>
> He's a pacifist, so his weakness should only hurt him if he tries to
> actually fight. Nothing stops him from describing details about how
> he's ducking, dodging, dipping, diving, and dodging to stay out of
the
> line of fire, or running away from a stormtrooper, or hiding behind
a
> panel trying to do something techy that might help his buddies out
> while not actually engaging in physical combat.
>
> --
> Daniel McSorley
>
On 1/22/07, mattypr70 <mattypr70@...> wrote:
> I'm thinking about converting my d6 Star Wars campaign over to Wushu,
> but I have a couple of questions.
>
> Firstly, I started the game with 2 players in a scenario that really
> needed more (Strikeforce Shantipole, for the d6 SW people), so I
> filled out the ranks with NPCs. This worked out quite well, I put a
> bit of work into making the NPCs interesting and fun and the players
> have enjoyed interacting with them along the way.
>
> My question is: how should I handle the NPCs in a mook fight? The
> group is about to get into one with a bunch of stormtroopers. There
> are now 3 PCs and 6 NPCs in the group. The last thing I want to do is
> have the players sit and listen to me spell out details for 6 NPCs.
> But equally, I don't want them to just become "allied mooks" and fade
> into the background.
Let each player narrate for two NPCs. Cap the dice normally (ie, if
the scene cap is 6, you can get up to 6 dice describing actions for
your character or either of the two NPCs. Let them use the, um,
highest applicable trait from any of the three characters.
"Han charges around the corner, followed by Chewie. Both of them are
screaming at the top of their lungs and firing randomly to keep the
troopers on the run. Meanwhile, R2 is plugged into the computer,
trying to power down the tractor beam that's keeping us locked in
here. He beeps and chirps in robot frustration." (I allocate 2 dice
to yin, 2 to yang, and 2 toward the scene goal of getting the falcon
loose.)
> Secondly, one of the NPCs is a Verpine starship tech. These insectoid
> aliens are pacifists to the point of it counting as a Weakness. If he
> gets into a Mook fight with his combat rating of 1 and a die cap of 4-
> 5 dice, he's going to run out of Chi pretty quickly.
>
> My idea for this is to allow the other characters to "donate" Yin
> successes to him. This could come across in description quite well,
> knocking him out of the way of blaster bolts and yelling at him to
> keep his head down, etc.
He's a pacifist, so his weakness should only hurt him if he tries to
actually fight. Nothing stops him from describing details about how
he's ducking, dodging, dipping, diving, and dodging to stay out of the
line of fire, or running away from a stormtrooper, or hiding behind a
panel trying to do something techy that might help his buddies out
while not actually engaging in physical combat.
--
Daniel McSorley
Hi, long-time lurker, first-time poster.
I'm thinking about converting my d6 Star Wars campaign over to Wushu,
but I have a couple of questions.
Firstly, I started the game with 2 players in a scenario that really
needed more (Strikeforce Shantipole, for the d6 SW people), so I
filled out the ranks with NPCs. This worked out quite well, I put a
bit of work into making the NPCs interesting and fun and the players
have enjoyed interacting with them along the way.
My question is: how should I handle the NPCs in a mook fight? The
group is about to get into one with a bunch of stormtroopers. There
are now 3 PCs and 6 NPCs in the group. The last thing I want to do is
have the players sit and listen to me spell out details for 6 NPCs.
But equally, I don't want them to just become "allied mooks" and fade
into the background.
Any thoughts on how to handle this? Maybe some sort of teamwork rules?
Secondly, one of the NPCs is a Verpine starship tech. These insectoid
aliens are pacifists to the point of it counting as a Weakness. If he
gets into a Mook fight with his combat rating of 1 and a die cap of 4-
5 dice, he's going to run out of Chi pretty quickly.
My idea for this is to allow the other characters to "donate" Yin
successes to him. This could come across in description quite well,
knocking him out of the way of blaster bolts and yelling at him to
keep his head down, etc.
Finally got around to reading this. No major problems that I can see.
After scanning through it I did have the feeling that the layout could
be altered a little. There is an awful lot of white-space in the margins
and the order of sections could be altered. As a suggestion:
Contents
Intro to Wushu
Open Reloaded
Play Examples
Optional Rules
Campaign One-Sheets
Wushu Resources (websites and commercial Wushu stuff)
Intro to Wushu Open with a brief description of the license and what in
allows you to do.
Wushu Open
License
It might also be an idea to re-word some of the stuff so it maintains a
consistent tone or voice and avoids looking like a straight copy-paste
from websites and forums.
--
http://blaster219.blogspot.com/
"Heroes get pushed off buildings, exposed to vacuum, electrocuted, infected,
burned, drowned, poisoned, irradiated, shot and stabbed. Being a hero is a tough
job."
Alternity GMG - Page 57, Gamemasters In Action
"You read it, you can't un-read it!"
John DiMaggio - Futurama Season 3 DVD Commentary
"If Yoda so powerful in the force is he, then why construct sentences in the
right order can he not?"
--- In wushurpg@..., "affiliate_alice2"
<affiliate_alice2@...> wrote:
>
> I am a 22 years old girl, I just saw your yahoo profile in my group
> and like it a lot! Could you sign up this site for free to chat to me
> directly? Then we can know each other better. My username is Judylee
> on this site.
>
> http://www.muslimsisters.change.to
>
How nice, an entire messageboard wants to date the entire Wushu
group... I feel flattered. Does anyone know if Brazil is currently
attached? :)
I am a 22 years old girl, I just saw your yahoo profile in my group
and like it a lot! Could you sign up this site for free to chat to me
directly? Then we can know each other better. My username is Judylee
on this site.
http://www.muslimsisters.change.to
Happy Holidays All!
I've uploaded the draft version of the Tales of Wushu project
(formerly Wushu Collected).
Enjoy!
I am requesting feedback, as well as contact from folks whose
materials is featured. I've heard from most folks already.
This is a review edition. I am seeking to publish a final copy in pdf
and print (lulu) formats. I'd like to make at least one pdf edition
available for free. I've purchased a color cover for the project, and
am seeking some additional artwork for the printed version.
I'd like to put the printed version (digest sized, color cover,
perfect bound) out at market price - approx. $18-20 (US). This both
avoid undercutting other "indie" publishers, as well as makes it
possible to get into some flgs (based on the level of discount they'd
require, etc.). I'm open to discounted copies for list members and
such.
Lord Minx set up a Google group for discussion of the project specifically:
http://groups.google.com/group/tales-of-wushu?lnk=oa
I should mention that I'd also be interested in making this the first
of an occasional wushu journal, if there's interest. I'm also
interested if there's a few more contributions for this edition - one
sheets and such.
Again, if anyone's material is included, please contact me. Likewise
if any concerns.
The final product won't be published until I've secured agreements
from anyone's work that would be used, of course.
Many thanks and happy holidays!
Brian
--
1000 buffalo stampede - http://www.1000buffalo.com
2d6 Feet in a Random Direction - http://www.2d6feet.com
I've considered running a D&D-inspired (or, at least, Drowning & Falling-inspired) Wushu game where one trait is always a race, one is a class, and one is a stat. These are as loosely defined as possible, and there's no pre-made list of them, so players are encouraged to steal or invent any traits and ridiculous combination they want. ("Demi-Wemic, Paladin, Intelligence." "Were-Tarrasque, Ranger, Rope Use." "Rakshasa, Psionicist, Perception." "Arab, Dervish, Story-telling.") They also get to assign the numbers however they want (Black Knight 5, Appearance 4, Dragon 3 is very different from the reverse). Finally, they choose some kind of character trait in the lit 101 sense, like Loyal or Ambitious or Drunken or Defiant or something, which is their Distinction/Flaw.
Start with a tavern meeting scene. Choose one player who gives the taverns name ("Prancing Pony," "Rampant AI," "Mocking Lungfish"). All players briefly narrate their first appearance 'on camera' ("I walk in from the blizzard and bellow for an ale," "A cloaked and hooded figure sits in a shadowed corner smoking a long pipe," "The door at the top of the stairs bursts open and I run down, clutching my pants around my waist, chased by a furious Inkeeper demanding blood for his daughter's honor"). Then a challenge of value (5+numplayersx3) with Threat 2 starts. When that runs out, the tavern-naming player gets to declare the party formed. The player to his left narrates the old man who gives the party a mysterious map/key/tale, whatever, and describes the first adventure scene (attacked by savage natives as you near the island/enter the first room of the dungeon/quest for the enchanted castle) with the same challenge value, and same basic narration at the end (immediate results of success/failure, .
All my WUSHU ideas end up GMless. Most end up ridiculous. Feel free not to use this one.
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@googlema
il.com> To: wushurpg@yahoogroups.com.au 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?
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?
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?
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!
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!
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
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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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
Check the weather nationwide with MSN Search Try it now!
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
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
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Regards,
witamous <wimattson@...>
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?
--- 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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--- 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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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.
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.
> 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!
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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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
> >
>