A simple and unencumbred system that can handle a fight between Chuck Norris and Baron Karza, but that does not mechanically validate "cool toys and powers" that might set one character apart from the other.
Re: [RPG]: [Actual Play Week] Wire-Fu, reviewed by Fred (3/5)
Hey Fred, thank you for the nice review!
Sounds like a great game you played there. I've come across some of the points you mention, too. While we've only played Wushu Open, I've adopted the same tactic of updating the setting every few rounds. With regards to Big Boss fights, the Boss simply goes first. Wushu Open gives all the advantages to the players anyway and so I feel it is in-line.
Thanks again.
__________________
I dont want realism. I want magic! -- Tennessee Williams
Re: [RPG]: [Actual Play Week] Wire-Fu, reviewed by Fred (3/5)
Hrm. My gaming group played Roanoke (based on Wushu) and I really felt like the bonus-per-clause thing provoked some extremely formulaic roleplaying. There wasn't any excuse not to get the full +5.
Wushu Actual Play Example:
"I run towards him in slo-mo, /breath steaming from my mouth, /and whoop an indian warcry /as my tomahawks spin through the air towards him!"
Re: [RPG]: [Actual Play Week] Wire-Fu, reviewed by Fred (3/5)
Quote:
Originally Posted by mxyzplk
Hrm. My gaming group played Roanoke (based on Wushu) and I really felt like the bonus-per-clause thing provoked some extremely formulaic roleplaying. There wasn't any excuse not to get the full +5.
In ours, things started flowing when we stopped counting bonuses, or rather let the GM count them silently. We players just rattle a off a nice description of what we mean to do, without trying to count how many elements earn a bonus, and the GM tallies the bonuses. The GM or other players may do some gentle prompting if someone is blanking out (e.g., to an archer, "Think of Legolas or Robin Hood...") As a result, the story flows much more naturally, the ideas roll, and we generally get our maximum bonus.
Re: [RPG]: [Actual Play Week] Wire-Fu, reviewed by Fred (3/5)
Quote:
Originally Posted by Mechante_Anemone
In hours, things started flowing when we stopped counting bonuses, or rather let the GM count them silently. We players just rattle a off a nice description of what we mean to do, without trying to count how many elements earn a bonus, and the GM tallies the bonuses. The GM or other players may do some gentle prompting if someone is blanking out (e.g., to an archer, "Think of Legolas or Robin Hood...") As a result, the story flows much more naturally, the ideas roll, and we generally get our maximum bonus.
Yeah, I think it takes more discipline than we had to make darn sure we didn't get our max bonus. Tying the narration so strictly to the bonuses really interefered with our enjoyment of the narration - it was impossible for us to "let go" and concentrate on the story. YMMV obviously.