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Monday, September 3, 2018

Setting Up the Basics for a Wuxia Game

At this point it should be obvious that a lot on this blog (except the Godbound stuff) has become a repository of ideas and concepts I've fleshed out without the certainty of ever getting to run the game in question. I'm sure this is normal for a lot of people. Anyway....

Currently I'm in a D&D 5e game which is Wuxia-inspired. Unfortunately, it is in my nature to be quite the obsessive perfectionist and quite a few things about said game has bugged me to no end, resulting in the realization that I'd probably rather be running a Wuxia game than playing in one. While Exalted overlap (sometimes) with Wuxia my current Godbound-Exalted game lack any kind of martial artist whatsoever, limiting the Wuxia elements. This post is not a post for a complete system, not even remotely, rather it's an outlining of ideas.


Inspirations

It goes without saying, the following RPG were a massive influence. However, in the end, this is something I'd rather build to my liking rather than modifying someone else system:
  • Flying Swordsmen
  • Legends of the Wulin
  • Wandering Heroes of Ogre Gate
In all honesty, Wulin has probably some of the best and most detailed explanations on many Wuxia concepts. Unfortunately, the game is a complete mess and really not up to my personal tastes when it come to RPG. If not for the mechanics, it truly would be my benchmark for Wuxia games. Special mentions also go to various GURPS books.

The Basic 'Engine'

Odds are I'd start with Scarlet Heroes, which in many regards is very similar to it's 'brother' Godbound: both use the same damage system and both use fray dice. These two mechanics go a long way in building up a sense of absurd power which is important for Wuxia. The Fray Dice mechanic, in particular, is crucial as the ability to inflict damage to 'minions' via casual blows while possibly fighting a more important foe is stuff right out of a kung fu flick as the protagonist bitch-slap and kick some faceless mooks while trading blows with the villain.

Some Changes to Abilities

One thing which I'm sure will raise some eyebrows is that such a game would change the stats away from the 'classic six'.  Beside simplifying things there is a reasoning behind this, namely that Wuxia characters tend to have seemingly low-superhuman physical abilities and even perception in many stories and having a really bad 'dump stat' run somewhat contrary to what the hypothetical game would be like. The stats would be:
  • Physique: This stat combine the aspects of strength, constitution and parts of dexterity. It represent the character's overall physical abilities. Note that it doesn't mean you can't play a character whose main gimmick is being, say, really big and strong: these concepts would be covered by Facts. Physique would affect damage rolls and HP.
  • Skill: The controversial stat of 'skill' would represent a mixture of combat experience, reflexes, potential and perception. It would affect primarily the character's Attack rolls and their initiative.
  • Mind: A combination of intelligence and wisdom, this is one of the 'lesser stats' which would only primarily affect saves and non-combat rolls. This also mean your character can be a bit of a moron and still be immensely gifted as a martial artist.
  • Social: The charisma stat, which represent social acumen and/or attractiveness. Generally only of any real value if someone plan to play something like a wannabe warlord, a bandit leader, a military general or a seductive assassin.
The stats and their bonus would be otherwise unchanged and would still be rolled via 3d6 in order, with the option of swapping two stats. I think it's both a massive boost to the characters while at the same time remaining fairly basic and elegant. It also make the characters all around powerful at the basic and essential stuff: nobody would risk being bad at one thing which cripple them but it still allow for differences in the characters because of their Facts.

Build-A-Style

When it come to how I'd handle all these crazy-ass techniques, my interest turn to the Blademaster class for Scarlet Heroes, published in The Sandbox 2. It is an adaptation of the concepts found in the infamous Tome of Battle for D&D 3e but streamlined and made to work within the OSR framework and system. While normally I find the Tome of Battle somewhat silly, in the case of Wuxia my opinion goes from vivid dislike to a burning desire to embrace such a concept. Unfortunately, only two styles (or Schools, as they are called) were ever statted for the Blademaster. This is a problem because in a Wuxia game you want a lot of varied styles.

My current idea is to allow players to build their own styles. The current idea on how this would be accomplished is both simple in concept but also heavy on the work which would be required from the GM. The idea would be to use a 'keyword' system and have maybe one Art/per level for each Keyword. Assembling a style would mean mashing some keywords together, which when assembled would make up your character's 'spell list', in a manner of speaking. The added bonus of this is that entire styles could be generated in a pinch by rolling on a table. Keywords would include the likes of, say: Sword, Fists or Staff for what weapon the style is used with and Keywords such as Offensive, Defensive, Slow or Fast for how it function. Obviously some of these would be mutually exclusive. Finally you'd have a few more 'esoteric' Keywords, representing more bizarre and supernatural styles.

Thoughts?

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