With (most) of Lands of Mirhne and Tellus generally in a conceptual stage where they are useable, I'm turning back some of my attention to some Wuxia game planning. I've already mentioned that, by far, Art of Wuxia might be the only Wuxia RPG that's close to my game tastes. While it isn't quite OSR and certainly not D&D-derived its generally in the style I like. I've been told that BareBones Fantasy is derived from the mechanics of an older RPG that isn't D&D but can't seem to recall which one.
The major influences on all this, RPG-wise, are:
- Art of Wuxia
- Legends of the Wulin
- Wandering Heroes of Ogre Gate
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| Art by Daniel Jimbert Garcia |
Large sandboxes don't actually work well the more a Wuxia game using Art of Wuxia was being planned. While one could be tempted to create a massive, sprawling world that is very loosely based off an anachronistic ancient China, the reality is that a sandbox doesn't need to be anything massive, as demonstrated by the Yakuza videogame series. Now Yakuza is obviously not a Wuxia series by any mean but there is a certain level of overlap when it come to inspiration. A small location, ruled by warring factions (in this case, martial arts sect and clans rather than Yakuza clans) and filled with ordinary people existing alongside it with this 'parallel world' not being truly hidden from the public is definitely analogous to the Jianghu.
The Unnamed Wuxia Sandbox Setting is set in 'an era that never was', which is very loosely analogous to a mishmash of the various historical periods of ancient China, even if the land it take place isn't really China. It is a romanticized facsimile at best. While I don't quite plan to use Longzhi directly, the setting from Art of Wuxia it is certainly a good starting point. More specifically, the small and self-contained region of the world where I'd set my game has the following key traits:
- It is an area set between Two Cities, and each of these cities are the only major settlements in the region safe perhaps a seaport to the south(?). While there are myriad villages and small communities all around the area the only two major cities are these twin cities.
- The Twin Cities mark a segment of a major trade route which is roughly analogous to the likes of the silk roads. Travelers to and from the great Imperial cities tend to pass through these cities to enter and exit the region, as do merchant caravans. The region would be completely unremarkable if not for existing between these two major stops in the trade system.
- Due to a mixture of corrupt officials, incompetence and rampant banditry there is lot which can happen to the goods being transported to and from the major imperial cities and even foreign countries. The incompetence of the Emperor and his many minister, generals and others mean that many important shipments are conveniently lost between these two cities. More than one exotic, foreign treasure or holy item was conveniently 'confiscated' from the authorities.
- The West City is seen as a den of decadence by some, a place of opportunity by others and is also feared as a city where many 'evil foreign sorcerers' come and go. It is the more chaotic of the twin cities and much of this is due to the influx of foreign merchant, travelling monks and others who bring new and unusual philosophies and influences.
- The East City is smaller and pride itself on being more traditional/orthodox yet in practice is heavily infested with corruption. As a result many of the sects and groups there, despite seeing themselves as loyal to the Emperor, are often scheming to assassinate important figures. In their mind, the Empire's culture, order and history will be preserved and reinforced. It's just they might need to break a few legs in the process.
- The north of the trade routes is a dry land, with the desert encroaching upon the more fertile lands. This is inspired by the Gansu Province, which host a portion of the Gobi Desert. As a result, the landscape of this semi fictional land is more varied than just forest, rivers and hills.
Character Origins
In order to make the game and setting more approachable to players while, at the same time, reducing the level of information required, I've created some semi pre-packaged 'Origins' for characters. This isn't the same as a pre-made character, however. Taking some cues from the near-impossible-to-grasp Legends of the Wulin tabletop RPG, a character's origin is a 'package' of concept and ideas which ties their character more directly into the setting and also create this tapestry of grudges and connections between characters and NPC.

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