Showing posts with label Legends of the Wulin. Show all posts
Showing posts with label Legends of the Wulin. Show all posts

Wednesday, 14 December 2016

Wuxia Boxing System?

I've been thinking about the Wuxia Action System used in Weapons of the Gods and Legends of the Wulin. Well, not the system itself-but the principle of "rolling to see how many opportunities you get this round".
(You could say Mythras/RQ6/MRQ2/Legend RPG is based on it, too).
Thing is, I find that it emulates better how things actually happen in a fight...based on my (admittedly limited) experience.

And I'd like to use it for a game based around a boxing story. You know, like Rocky, Hajime no Ippo, the Raging Bull, and the like.

How would I do it?

Everything has a TN from 2 to 8.
Roll anywhere from 3 to 6 dice. Any doubles add 1 (or 2) to the number rolled, tripples add three times this. The downside, of course, is that they take up your possible actions.
Declare your intentions before rolling, if you declare 3 or more, roll one die less. One of your actions is "impede the attack", raising the TN to be hit.
Now roll, and assign whatever you rolled to one of the actions. See what happened.
Hmm, I need to work more on it.

Friday, 16 January 2015

LotW: How to make learning Legends of the Wulin and managing new characters easy!

Anyway, I've been thinking quite a bit about some systems that I like, but lots of people find complicated (well, most of those that find them complicated still like them). As a matter of fact, I'm running Legends of the Wulin now, and it fits the description. But it seems hard to internalise for many people.
Now, that might be due to the different assumptions of the system. After all, most systems expect you to tell what you're doing, and then the character makes it happen, you roll to see how successful it is.
LotW is different. It assumes that in a fight you do whatever you have an opening for, and you roll to see what openings you've got. Well, it's more complicated than that, and much more flexible... but I already said it's complicated, right:)?

Or, I thought, it might be that most people do better with a visual aid. The abacus was invented for a reason.
However, there's no visual aid to help LotW players! (A glaring omission, if you ask me... as long as it's not mandatory, I'd like it. Explain the rules assuming no aid is being used, then present the aid).
So, what visual aid would I do? Why, something like the Warhammer 3, of course:D! (Well, I've never played Warhammer 3, but it's my impression that it works like that).

So, what's the biggest issue? Resource tracking. There are three kinds of resource in LotW that you manage on round-to-round basis, Joss, Dice, and Chi!
With that in mind, let's imagine what a visual aid should hold.

First, you have an area where you put your Lake dice.
Second, another Lake area, in case you need to roll more than once (say, like being attacked by two persons).
Third, you have an area for chits or chips in 8 different colours (usually one, but basically never more than 3 are in use together). There you put chits, representing your Chi points. If you want to get fancy, label them Enlightened, Normal, Corrupt, Earth, Metal, Water, Wood, Fire (with Normal having the most space).
Last but not least, you have an area for your River dice, and a dice cup for spare dice (you need to keep your Lake dice constant, even after you take from them to fill your River - this fits with the concept of opportunities used and unused). You might have a sliding ruler on the side to remind you what actions are possible, since you can't Wash after you Flood.
We can add a place where you keep a stack of cards, too. If you're putting your Internal techniques on cards, you can "play" them, and then put them back to that place.

And that's all! But it would help the learning curve immensely, I suspect.
Now, can you make an app like that? Sure you can, and it would help even more! But let's not get fancy.

Wednesday, 9 July 2014

OK, it's final! "Schools" are more misleading than useful.

I was just wondering what games I like, whether I prefer old school or new school, or something in-between.
After some deliberation, I was surprised at the number of OSR and old school games that are among my favourites.
Scarlet Heroes and DCC take the lead. Then we follow, probably, with Spears of the Dawn, ACKS, Epées et Sorcellerie, Spellcraft and Swordplay, Backswords and Bucklers, Stars Without Numbers, and arguably even Crimson Blades and Lamentations of the Flame Princess should be there.
If we include old-school games in general, we add Grunts (Fantasy Fucking Vietnam minus the fantasy part) and 43 AD/Warband/Zenobia right next to Scarlet Heroes. And arguably any edition of Traveller, BRP, Flashing Blades and Dogtown should be right there as well. And Dragon Warriors, which I happen to like, even if the system could be improved.

And then we go forFates Worse Than Death and Hoodoo Blues, which are old-school in a good way. And my wife is younger than Pendragon, so the game definitely counts as old-school to me, as far as games go!

Okay, maybe I'm an old-school guy, reading the above...
Except I love WotG and LotW, Sorcerer, Apocalypse World, Monsterhearts, Gods of Gondwane, TBZ, Houses of the Blooded, Enemy Gods, Fate and Shahida just as much, all of them being New School par excellence!
But I also like GURPS, RQ6, Savage Worlds, Artesia, Volant, TRoS, Seeker and Blue Planet, which are some kind of a middle-school. And Celestial Warriors, which is new-school in a different way. And post-GMC nWoD, which is also "middle school" in its own way...

In theory, I'm either the happy guy that can play everything (hah! Good luck getting me to play PF, just to name the example I turn down most often)...
...or we can conclude the distinction between "schools" to be absolute BS. In theory, my tastes should clash with at least some of these games, just on virtue of liking their polar opposites!
In practice, I like each of them for what they do well.
So, this is my conclusion for today. Find a game that does well whatever it does. Play it in a way that would make it shine. Laugh heartily at the idea that games come in "generations". Seriously, there is no difference, except in what was modern at the time!

Thursday, 5 June 2014

How to make a good LotW character?

I realises recently a lot of people are having issues with character generation in some of my favourite Wuxia systems. Which is a shame, because both Legend of the Wulin and Weapons of the Gods are great!
I actually like the WotG setting marginally better, but it's still a very close call. And I'm going to talk about the LotW chargen now.


So, let's just follow the steps on p.15 and the next few. I'll make another character as we go, for the sake of example.

Step 1: Concept.
A female xía character who fights to improve the lot of women in Shen Zhou would be nice. (And to insert a touch of reality, she has learned how to use the advantages of women when it comes to violence, and her teachers taught her to negate the female weaknesses...much like a male character would have to do, too).

Step 2: Rank:
Starting rank is Fourth Rank. Lake 7, River 2, Chi Replenishment 2, maximum Chi Aura
2, and a maximum Skill Bonus of +10.

Step 3: Archetype
She's bucking all the expected roles. I pick Warrior, as that's the least likely in Shen Zhou. Therefore, she starts with Hardiness, and begins play with Secret Arts of the Warrior.
(That's going to be fun. Just believe me).

Step 4: Skills
I've got 20 points to spend.
• Confidence 5, because she's got to be confident. And because she's got to have some defence against Courtiers.
• Finesse 10
• Hardiness 10, Chi Breath, Injuries
• Might 5 - years of training, people. When everybody is assuming your might is weak, you'd better learn to us it...I'd put 10 on it, but Finesse is more useful, and I want Stealth, too.
• Perform, Politics - not at the start.
• Stealth 5
• Tactics 10

Step 5: Virtues
Well, what do I see her striving towards? I want to give higher ratings to these, in order to get more Joss and Entanglement from them, whenever I get a Deed.
She's trying to improve the lot of women. 
Benevolence (Kuan) 4


She's efficient, not bloodthirsty. Yet she wants to prove her strength, but not by killing, and wouldn't mind proving it without having to beat anyone.
Ferocity (Bao) 1
Force (Ba) 4
She's also quite selfless, as I see here.
Individualism (Si) 2
Honor is a strong point. She is trying to persuade people to make the lot of half the people in the setting, remember? So she would try to push for laws at some point.
Honor (Xin) 4
She's not obsessively pursuing things, though.
Obsession (Chan) 1
However, she is supremely loyal!
Loyalty (Zhong) 4
Revenge is another "bloodthirsty" Corrupt Virtue. We leave it down.
Revenge (Chou) 1
I can see her dealing with law-breakers, but that's not her main goal. And I haven't got more points anyway.
Righteousness (Yi) 3
Well, that's easy. We said she's not ruthless. And pursuing the goal of "better fare for the women in Shen Zhou" "at the expense of others"...well, let's say I don't want a MRA stereotype, mmmkay?
Ruthlessness (Hen) 1

Step 6: Disadvantages
None. I'll pick some in play, or from Loresheets, in order to be sure they'd come up.

Step 7: Kung-fu
External: Subtle force. She's into ending it with minimum casualties...and just as importantly, this is a style that fits very well with Secret Arts of the Warrior!
Her Internal is, of course, Fox-Spirit Song! The most neglected style I know...with no good reason.
Which also means she starts with 11 Normal Chi so far.

Step 8: Final Touches
...I want Flexible, but it's not useful with Subtle Force. So she will take a sword, because classics. And she can always revert to Unarmed.

Step 9: Additional Destiny (and Entanglement)
I've got 20 more Destiny. That's easy: I go to my External first. I take Correct Approach and Heart-Cutting Strike for a total of 4 Destiny. I can inflict temporary injuries with my attacks, even with the sword.And I can stab you in the meridians to inflict a Disrupt Marvel, using my Attack roll.
Then I go to Secret Arts. I get Secret Art of Battle.
I get immediately Unassailable Battle Saint Technique, and Controlling Outer Force, for another 8 points. What this means is that, A) I can start with a Fire combat approach that gives me a +10 Action bonus, and B) If I succeed critically on a roll to inflict a Disrupt marvel, I can Flood a die to increase the penalty to -10. Now, check my External again?
Yeah, she can do that with her Strike. Good luck defending that!
I've got 8 Destiny left.

Next, Internals! I get Fox Leaves No Tracks for free, because the first technique was given when we choosed the Internal in Step 7.
I also get  Mirthful Fox Plays With Her Shadow and Parting the Grass for 4 points without a second thought. One of them gives me a Dodge bonus, and the other one gives me a Laughs at and Fears bonus on my attack. Granted, it's just a +10 bonus (usable for Disrupts!), but more importantly...
It denies the enemy any chance to use a Laughs at in this defence (Subtle Hand has no Fears)! Oh, and it means it stacks with other Internal Strike boosters. Which is very good, because normally, you only take the highest Internal modifier.
Also, normally Subtle Hand can't get a Laughs At bonus at all (the price for having no Fears). Internal techniques disregard that, though...

After some consideration, I decide to go for a Formless technique instead, and take a - you got it - a level 4 Strike Booster!
Now, if I feel confident, I can activate all my attack techniques, and I'd get a +20 total attack, while the defence can't get Laughs At and Fears bonuses. My total Strike is +45 in this case, after accounting for the Combat approach.
Not bad, given that I'd have the same if I had joined the Small Forest sect, too. Granted, it would have been cheaper in Chi, but within 3 Destiny, I can get another Technique, and become more efficient in picking whether to use any Internals. Then I can get a 4th-level technique that adds a +20 to my Disrupt and Disorient attempts. Somewhere along the way I should pick Disrupting Inner Force, in order to screw up Secret Artists that try to use Quickwork. And there are other Secret Warrior Techniques, too - one of them allows me to transfer my Combat Approach on an ally (useful if the ally was going to have a duel). And one of the most important parts of LotW is to have everyone in the party be a Secret Artist that gives you Action Bonuses and Chi Breath for the times when it really matters (Predictionists rule, since they can also stack your enemies with penalties, before even meeting them - no wonder they need to expend Joss at that).
Oh, and the best news? All 20 Destiny goes towards my Cultivation, raising my Chi.
I've got now 12 Chi.

Entanglement:
Well, I buy the Loresheet for The Resplendent Phoenix Society for 3 Destiny. I spend another 3 Destiny on Status (Deeds would no doubt raise that). And I get a discount tor Daoist Sexual Techniques, which I'm planning to put to good use later - but I'm not getting it yet. When she has a partner that needs help with his or her Cultivation, she could learn it, though. (I haven't decided on her orientation yet, but I'm leaning towards hetero-Lesbian Stripper Ninja are overdone! And it would reinforce the theme that she doesn't hate men, she just wants the women that aren't Xia to be treated better!)
I could get Sun-Draining Talons, because it's a nice complement to my Unarmed combat, should I ever need to use it. But the truth is, I want to use other Loresheets!
Then I go to the Loresheet I was inspired by. The Woman's life, and "The Three Solutions", of course!
I get the Warrior's solution. She's the successor of the green-eyed daughter!
In practical terms, it means I get a +10 bonus to make people I have fought smitten with me after the fight. She's not a Courtier all right... but fighting her tends to make people well-disposed towards her!

I also decide she has 3 Corrupt Joss, because I'd expect her to gain Virtuous Joss more easily.

She's done, and ready to kick ass for greater equality!

Saturday, 31 May 2014

Reading Weapons of the Gods, part 2

A shorther post this time.
In WotG, everything is about kung-fu fighting.
>>"Your kung-fu is weak, you should learn with us and give us your land"... which you can then rent back. Imposing the feodal relationships with kung-fu, the virtuous path.
(Not so different from reality, too. In fact, reality was often close to the corrupt path).
 >>The Guard of the Frontier stops Lao Tzu from leaving.
Lao Tzu assumes a stance and with a single strike breaks his armour.
"I mean, please, write down your teachings before leaving, or our ancestors would be unhappy!"
...Yeah, I've read a somewhat different account in the history of Taoism.
>> The First Emperor fights Han Feizi to give him an opportunity to prove the teachings of Legalism. The winner isn't who you might expect.
Best line in that fight, IMO? "I had to adapt this principle somewhat when applying it to the art of the sword!"-Han Feizi.

Buddhism is presented... well,actually, in a quite historical way, assuming we mean the time soon after Buddhist doctrine was introduced to China.

I definitely don't like how daoism is presented, including the anti-virtues stance. In fact, it would be better to have said "daoism redefines the virtues". But to say that if nobody is virtuous, people couldn't be corrupt and would have to behave...?
Yeah, the data about drug dealers dealing with each other doesn't support that:)!


Well, at least the game doesn't use the name "Legalism" for the Confucianism. Although it has as much reason to do that, given that Shen Zhou is a fantasy setting as much as Tianxia;).


Reading: Weapons of the Gods

So, I'm currently reading Weapons of the Gods by Bradd E. and Rebecca B.;). I'm probably a bit of a weird duck in this regard, as I started out with the Legends of the Wulin, which is the supposedly cleaned-up and updated version of the same.
So, I've been reading Weapons of the Gods. First impressions:
My, that's a gorgeous PDF! I'd bet it's a gorgeous book as well. I like the manhua art!
(For those not in the know, Korean manga comics are called Manhwa, and Chinese manga comics are called manhua. And in my contry, everything is called "comics" if it has pictures and speech and is telling a story).
Been considering a PoD option ever since... or contacting Brad E. to see whether he's still got any copies left. On the other hand, I really don't need extra books at home...
Ok, second impressions.
So far, I'm not seeing the cleaned-up part. Maybe it's because I've already read LotW and how things work is something I already know? Or maybe because I seldom have trouble understanding systems (being too bored with them to bother applying them is a thing, though).
Whatever. I edit texts as part of my work, I'm not going to go into work mode on this text.

What are the differences?
*Well, there are two possible skills to use for attack in WotG, while the new version makes you attack with the same skill, but separates it from your defence. In essence, they've both got 3 skills devoted to attack and defence, except in WotG you can attack with two of them and defend with any, and in LotG, two are strictly for defence and only the third attacks.
*The most conceptual difference is, skills in WotG give you a bigger dicepool, while skills in LotW give you bonuses to the static dicepool... but that's not a clean-up in my book. It just means numbers in LotW can get into the triple digits far more easily. But since it's an opposed roll either way, I wouldn't say it matters,given equal numbers of dice. Well, bonuses are more valuable in WotG, while their relative parity is assumed in LotW (and then you're competing for outlasting the enemy, removing his bonuses and gaining the Laaughs At/Fears, or to make a check where he hasn't got the needed bonuses, like opposed skills). WotG's approach works better for normal humans without cultivated Chi, though (probably, I haven't played it yet!)
*It's easier to combine weapons in WotG. Some weapons are giving you a bonus when used in similar pairs. Mismatched pairs are also possible, and probably more beneficial.
*Grappling is its own thing in WotG.
*Disarming and weapon-breaking is possible. It actually says in the rules that being able to fight unarmed as well is important, because it might well happen and is a thing in the source material.
*In a way, so far my impressions are that LotW is having a Fate influence. I'll see whether Discoveries are a thing in WotG when I get to the Secret Arts (currently reading the setting loresheets)... if there are no Discoveries, I'll be sure there's been a Fate influence.
Not that I mind Fate influences, of course. I just like to know where things are coming from.
*LotW's Loresheets are undeniably clearer and with more options. At least the ones for the major factions are...I find that to be a big improvement, yes. Note: in WotG a Loresheet is a subject you have studied, while in LotW it's something that is part of your CV (if you're disclosing it all).
*Deeds are tied to Virtues, but I like the WotG explanation of the Virtues better. OTOH, they aren't numerically rated.

We'll see about my impressions as I finish the game.

Tuesday, 3 December 2013

Exalted of the Wulin: my LotW hack for the Exalted

The big, dirty secret is that I've actually written a lot of Exalted conversions. Here is one people actually wanted to see on RPG.net.


Exalted of the Wulin
All Exalted splats are created using a Loresheet. For an example, let me show you Solars.
All techniques and Secret Arts can be used out of combat. If they do, you don't recover spent Chi until next scene. If a combat starts this scene, tough luck for you!
In a combat, the Exalted mobilise all their powers, but out of it, they're not as focused. They were created to be living weapons, the martial artists that can topple the Primordials - and they excelled in this.
It's governance afterwards where they turned out to suck mightily...

Castes are renamed: Dawn is Warrior (duh!). Eclipse is Courtier. Zenith is Priest. Twilight is Predictionist. And of course, Night is Doctor. Yeah, doctor - who else would be better at sneaking and poisoning, not to mention using nerve strikes? There's a reason why Ebon Shadow relies heavily on that.
Anima banners give you away, unless you're a Night that pays 2 Chi at the start of every round. Zeniths can use 1 Chi per a zombie to send their souls to reincarnation. For 1 Chi, Dawns can deal 1 more Ripple to crowds and Lesser Legends. And Eclipses can create a free Major Passion Hypoactivity, based on Predictionism, which states you get -10 on everything until (atonement condition set by the GM) happens, if you break a Vow.
The difficulty to remove it is 150! So, basically, ain't going to happen, barring extraordinarily circumstances.

The Great Curse is gone! What PC needs mechanical incentives to act like an obsessed demigod in a world of cutout figures? (Yeah, I'm joking, but not much).
Well, almost: designate an Orthodox Virtue. Each time you get a Deed in its Selfish counterpart, apply the limit breaks that corresponds most closely!

All PCs starting as Celestials get a free 15 pts of Entanglement, as per the rules, and a 10 points extra that they can only use on this Loresheet. They have to buy it (well, only the Solars, of course).

Solaroid Exaltation (5 pts)
0: You get a free +20 to all Skill rolls related to your Caste, as well as to combat*. This counts as a Loresheet bonus, so it stacks with everything.
5: Status: Lawgivers (with spirits that recognise it, mostly).
-5: Enemy of the Immaculate order, the Bronze Faction and pretty much everyone in the setting.
5 Flaw: You can have the Hunted by the Wyld Hunt disadvantage! It can be free if it's your first or second disadvantage.

2: Lunar ally: you've found your Lunar Mate! What can he or she tell you about yourself?
2: Technique: the Lunar can teach you the Eight-limbed demon god technique, allowing you to use your Unarmed with Paired.
-2: Your Lunar Mate is suspicious of Solars, knowing the stories of what has happened in the First Age. Apply a +5 bonus to their attempts to resist your suggestions.
-3: ...and he or she knows them first-hand. Apply a +10 Bonus to their attempts. And they're at least 1 Rank above you, more likely 2 Ranks. Did you hurt them way back when? That's determined by whoever purchased you this Deed.

3: Gold Faction allies: they will provide you with training!
3 Technique: Palm knows no distance - combine Unarmed and Ranged.
-2: They will also instil into you a respect for them. Get a Paired Passion/Inspiration condition: You get a +5 when following the advice of Viziers, but a -5 when acting against it.

5: Achievement: You have attracted the attention of a Deathlord, who wants you as an ally - maybe even as a non-Abyssal ally.
Alternatively, you could have them chasing you in order to make you an Abyssal, but that would be a Disadvantage.

10: Achievement: You have learned to master your Essence! Add 1 point of Enlightened Chi.

*Non-Solaroid Celestials would get a +15, DBs would get a +10, and Spirit-Blooded and heroic mortals would get a +5 to the same.


...And so on, and so forth. I can write this Loresheet until it becomes longer than some systems, but that's not the point. I'm sure individual Wulin Sages can and will add to it!