Showing posts with label RPGs. Show all posts
Showing posts with label RPGs. Show all posts

Tuesday, November 26, 2024

First Turn at Mapping, and Using His Head

 Last Sunday, I ran my TS&R Jade campaign. Only three players showed up: Steven (my 10yo), Charles, and Nate. They hired half a dozen men-at-arms, purchased a few torches, and headed into the Pits of Lao. For some reason, Nate and Charles thought it would be fun to let Steven be the mapper this time. It took him a bit of practice to get used to translating the descriptions into lines on the map, but once he got the hang of it, he did really well.

Steven had been thinking about the campaign rumors over the weeks (scheduling nightmare) we weren't playing, and he had a plan. We'd been discussing the use of his locate object spell. One rumor was from a former adventurer who had located a machine that allowed him to find a big score of treasure and retire. He wanted to find that machine. I told him that his locate object spell could help with that. 

When they got down to the second level of the dungeon (there is a set of stairs leading down from the entrance room), they bribed a group of bakuto (gambler yakuza) who collect tolls there with some wine, then went on their way. At first, the spell didn't detect the machine. It has a radius of 120', and the target was a little out of range...but none of them realized they had explored and mapped to just a room or two away from the target. Luckily for them, they decided to explore east instead of west or south, and moving to the next room allowed Steven's PC to get a ping with the spell. 

The next room had some low level Taoist mages and their ashigaru bodyguards. Reactions were positive, so they discussed trading information. I had to come up with a reason why the mages were examining the room they were in, and I decided they were doing an inventory for the Lao family (the last Lao, the crazy wu jen daughter of the Venerable Lao, having died 100+ years ago). This led to a brief discussion of the Dungeon as Underworld for the benefit of Charles, who is new to RPGs. After the game, I sent him a link to Oakes Spalding's blog, which has a copy of Philotomy's Musings on the subject. He was thankful for that. 

Anyway, the party found a well with treasure but the "water" was actually acid, and didn't try to recover it after Saro, Nat's PC, got singed. Then they wandered up and fought some giant toads, but had a surprise round so they weren't in any danger. Finally, the locate object spell led them to the Fighting Ring, an area they'd been to before, where you can summon a Level 2 Random Encounter to fight for cash prizes, while phantasmal fans cheer on the fight. They'd been here before. 

Just beyond it was the room with the Potion Transmuter machine. The machine has two settings: healing potion and potion of treasure finding. After a bit of examination and experimentation (a healing potion poured in became a potion of treasure finding, wine poured in became ruined wine). Nate's henchman had another healing potion, and he decided to convert it as well as Saro's (the first experiment). Then Saro drank his potion and off they went, trying to find treasure. 

Pro Tip: I had marked my dungeon map with gold dollar signs using a colored pencil in any room with monetary treasure, and with blue stars for any room with magical treasure. That made it easy to let them know which direction the nearest treasure was. Of course, the nearest treasure to the transmuter machine was the gold down the acid well that they had already found... But there was more treasure beyond that. 

They ended up with a really nice haul in the end. Slider, Charles' Thief, made it to Level 4, so Charles can make a henchman for him. He's considering a Wu Jen. Niko, the henchman of Citizen Snips (Steven's character), also leveled up. It was a good session, and I'm really happy to see Steven getting into the game a bit more, rather than just trying to make jokes and do silly kid stuff.

Saturday, November 23, 2024

Treasures, Serpents, & Ruins Rules Reference books are available!

 After way too long of a wait, I've finally got around to adding my Rules Reference books for Treasures, Serpents, & Ruins on DriveThruRPG. There's one for Ruby and one for Jade. 

These are meant to be table reference books, with just the rules, procedures, charts, etc. that the GM might need while running the game. If you don't need all the instruction of how to run the game or how to build your adventures and world, but need refreshers on the mechanical bits, this is the book for you! 

Ruby Rules Reference (standard Euro-style setting)

Jade Rules Reference (Asian inspired setting)

They're both Pay-What-You-Want titles, so you can go grab them for free and check them out. As always, if you like it and find it helpful, why not return and throw a few dollars my way? I reinvest the money I'm making from TS&R back into the gaming community. I'm not trying to make a million on this. But a few dollars here and there is nice. 

Oh, and in hopeful news, my younger son Steven is interested in maybe trying to DM his own game. He did some crazy free-form DMing when he was 5 or so. Now he's 10, and is thinking about maybe trying to learn how to DM the "right" way. I'm gonna order him a POD copy of Moldvay Basic to read through. This could be fun!

Friday, November 1, 2024

Update on Flying Swordsmen 2E

Progress has been slow, but I am making progress on the game draft. 

I've got the first draft of the character generation guide. It's only two pages, so it's pretty basic. I plan to add a detailed guide to both picking a template and building a character from scratch later, once the actual rules and the combat system are nailed down a bit more.

I've got a list of about two dozen template ideas. Once I've got the rules stuff more or less complete, I plan to show what I've got to my various play groups (TS&R Jade, Star Wars, Call of Cthulhu), and ask them to help me test the system for character creation. Then I can use what they create for some of the templates. It will save me some time, and prevent some of my own character preferences from biasing the sample. (Can you guess I've been more focused on academics than gaming lately?)

I have write-ups for all of the system's basic skills. It's d6 system, so a referee could easily add more skills to the game as they wish. I don't have sample difficulty numbers yet though. I'll be cross referencing Star Wars and d6 Fantasy for that. And then when I finally get around to play-testing, I'll adjust the numbers based on whether certain tasks seem too easy or too difficult. One thing that I did try to do was to make sure that there is at least one skill useful in combat under each Ability. Star Wars has a lot of situations that don't involve combat, so there is room for the know-it-alls and the fix-it-up guys and the get-you-from-here-to-there guys to shine, along with the dedicated blow-you-to-bits guys. Wuxia should have plenty of non-combat stuff, but a lot of it in the source media is more managing relationships rather than testing your learned proficiencies. So combat should probably play a bigger part, and I want room for characters to specialize in evasive or manipulative techniques in combat, not just punchy punchy Street Fighter types. So I'm pretty happy with that. 

I also have suggested Specializations for each of the skills. 

I'm in the middle of writing up the special martial arts/mystical techniques. These are all inspired by the martial arts maneuvers, spells, and special class abilities in Flying Swordsmen. Mechanically, they work somewhat like the SW Force powers, or like 3E D&D feats. Or like special ability trees in a video game. There are six Powers, and getting trained in a Power grants access to its techniques. One die in the Power grants access to the Level 1 Basic technique. Gaining a second die in the power grants access to three to five Level 2 techniques. Gaining the third die grants access to Level 3 techniques, but only those based on the Level 2 techniques you have learned. 

I've drafted text (including difficulties) for the Qinggong (light step), Neigong (body power), Dianxue (acupressure), and Suan Ming (divination) techniques. I'm working on the Wu (white magic) techniques, leaving only Ku (black magic) techniques to get this section of the rules done. 

Some techniques are automatic ("always on") while most need to be used as actions. Some have unlimited use, others with more power are limited to a number of times per day equal to the dice in the governing Power, or just once per 24 hours for some really powerful ones. And some are unlimited in use until you roll a 1 on the Wild Die while activating it, then you need to wait for the cool-down period to finish before using it again.

In addition to all that, I've got a series of questions based on the Virtues of the Xia and general goal advancement which, similar to White Wolf games I've played, would need to be answered by players at the end of a session or adventure to gain Character Points. I've got guidelines for spending CP to improve skills and Powers, and spending them to gain additional techniques and learning new Powers. And, of course, they can also be spent from time to time to improve rolls. And a few high level techniques rely on spending some CP as a balance measure to prevent their abuse. 

I've got weapon lists, but I'm still playing around with them. I need to decide how certain weapon properties will interact with the combat system, especially around making special maneuvers like flips, blocks, holds, disarms, reversals, etc. I've got a basic Combat Resolution guide draft complete, but I need to add more detail, and especially go into those special maneuvers (and their difficulty numbers). 

The Education ability has a skill called Stratagems which in addition to covering battlefield strategy and tactics, allows for special maneuvers like those mentioned above. The difficulties for using a regular combat skill (like Sword Combat) to say disarm an opponent will be higher than for using the Stratagems skill. But certain weapons, like a hook sword, may allow you to attempt disarms at the Stratagems difficulty level. But then that all has to play well with the basic difficulties to hit with certain classes of weapon and with unarmed martial arts. So I've got a lot of number crunching and experimentation in the future, once I get the draft sorted out and a bunch of sample characters made. 

And there is a lot still to write. I've got to make monsters, magical treasures, update the FS 1E campaign world (or make a generic guide for "fantasy China" or maybe both), and write up the guidelines for creating adventures, interesting NPCs and locations, and challenges. 

And once all that's done (or more likely done piecemeal while working on all of the above), I should start working on a guideline for Wuxia. Probably not as extensive as those in Brendan Davis's Wandering Heroes of Ogre Gate or Righteous Blood, Ruthless Blades (which are both quite impressive!) but useful to players who might approach this game expecting D&D style hack and slash gaming, only to find a game made for martial arts soap operas.

Wednesday, October 16, 2024

Hirelings: Making the Players Care

When I started my TS&R Jade campaign, I made a list of 20 randomly armed men-at-arms for the home town. When players wanted to hire some, I'd check their Charisma scores to see how many turned up, and have the players roll d20 however many times to determine who they got to hire that session. And of course, my sons helped me come up with funny names for many of them, like Yuseok (a Korean name that sounds like 'you suck') or Geun Hae (the name of the disgraced former president). Not all the names are Korean, and most are not jokey. But a good number of them are. 

It didn't take long for repeat hires to appear. Players remembered the names, and this made them feel a little more attached.

It also didn't take long for the group to start losing men-at-arms in combat. If a repeat hire was slain, there was a bit more emotion behind it.

At first, I was replacing them. I'd erase the line with that character in my notebook, and come up with another one. I made a random table to roll for their weapons and armor (mostly not very good). 

Early this year, after a particularly rough adventure for the men-at-arms, I told the players that this was it. I was replacing these guys, and that was it. The town of Pine Bridge was running out of young men and women willing to risk death for a bit of coin as hired guards/soldiers. 

Nate had had his PC collect weapons and armor from some bandits they defeated, and he had been loaning these out to any hired men-at-arms to help with their AC and damage potential. But once I made it clear there would be no more replacements (at least not in Pinebridge Town), and men-at-arms continued to die, players hiring them started shelling out for better armors than the brigandine Saro (Nate's PC) was providing them. It helped that at 3rd to 5th level, they've got plenty of cash saved up. 

Even that is not always enough. This past session, one of the men-at-arms was killed, despite wearing plate armor. The monsters got a good attack roll, and he only had 1hp, so he was gone. The players were a little bit upset that they had lost a man. Not terribly so, but there was a lot stronger reaction than there were in the earlier sessions when they thought there would always be a Hau En Wai to replace Nobuo, or a Nguyen to replace Jin Ping.

The men-at-arms are a useful resource, and making them memorable (even without personalities) then limiting their number has greatly increased their value in the players' eyes.

Saturday, September 28, 2024

Rise from Your Grave (again)

 Hoo-boy, it's been a minute since I've posted here. Well, I've been pretty busy with non-gaming stuff the past couple of weeks, but also a bit of gaming here and there. 


The big thing is that this morning, I pulled up my design notes for a revised, second edition of Flying Swordsmen, this time powered by the Open D6 system. I read through what I'd written, and made some edits and modifications here and there. In particular, I read through the notes on the 108 Martial Arts Techniques* and made some of them a bit more distinctive. Some were more or less the same mechanical effect with just different flavor text, which is boring.

I'd also done a simple character sheet, but I wasn't happy with it. I gave it a big revision, turning it from one sheet to two, and making more space for characterization, notes on your Sifu (master/teacher) or organization, your goals, your rivals, and the like. It's not just game mechanics and a bit of fluff now. I like it much better. 

Then, I wrote the first draft of a Preface, explaining the creation of Dragon Fist, Flying Swordsmen as a retro-clone of DF, and my dissatisfaction with both games, necessitating this new edition. It needs a bit of work as I can be overly wordy. 

And I just finished with an outline for the chapters in the book, and what each chapter should cover. Of course, this is also still likely to change as I actually get into turning my notes into actual text. And I've got to decide how much to update/edit the Zhongyang Dalu setting, or else just copy/paste that. I could actually get dinged for self-plagiarism if I do the latter, so I'll probably have to rewrite it. 

Here's what I've got so far: 

Introduction

-What is this game? RPG Basics

-What is wuxia? Background and Tropes

-Recommended Wuxia Media

-Getting the Right Feel


Playing the Game

-Abilities, Skills, Powers, Techniques

-Basic Action Resolution

-The Wild Die

-Combat Basics

-The Five Virtues and Advancement

-Example of Play


Character Creation

-Think of a Concept

-Select a Template (Simple) or

-Assign Ability Dice and Powers (Advanced)

-Assign Skill Dice

-Personality, Flaw, Background, Sifu, Relationships

-Example Character Creation


Abilities and Skills

-Ability Basics: Prowess, Might, Agility, Presence, Education, Observation

-Skills and Specializations

-Improving Skills

-Skill List


Powers and Techniques

-Powers Basics: Qinggong (Lightness), Neigong (Internal Power), Dianxue (Acupressure), Suan Ming (divination), Wu (White Magic), Ku (Black Magic)

-Training New Techniques

-Techniques List


Running the Game

-Creating Challenges

-Action Resolution (detailed)

-Combat (detailed)

-Training (detailed)

-Rewards of Play

-Creating NPCs

-Creating the World

-Using NPCs and the World as Challenges

-The Stages of Campaign Development


Monsters and Magic

-Monster List

-Magic Items

-Legendary Items


The Setting

-Using Quasi-Historical China

-Using Zhongyang Dalu

-Using Your Own World

-Zhongyang Dalu Overview


Character Templates

Friday, August 30, 2024

You Don't Need to Use Them All

Two years ago, one of my players, Denis, was thinking about running a game. There was some light pressure from the group for him to give it a shot. He eventually settled on trying to run a Gamma World game, details here and here

That game never got off the ground. For Denis, he felt that there was too much pressure to compare to others in the group who have years or even decades of experience running games. 

At the English camp we were teaching at through most of August, several guys were asking Denis and I about our games (some are former players, some just curious about RPGs). Denis mentioned that one of the main reasons why he never got his GW game going because the random encounter tables seemed overwhelming. 

I instantly understood what he meant. Random tables like those in the books require the referee to be familiar with most of the creatures in the book. And with all the mutations in GW, that may make it overwhelming. If you only need to worry about a few monsters you've placed in a dungeon, plus whatever powers your players have for their characters, it's not as overwhelming. If everything in the book is on the table, it's a lot to deal with. 

I told Denis that he should try to run the game, but just drop random encounters. The look of relief on his face was noticeable. I think he had been in the mindset that the game has rules for this, so he needed to use them. But that's not true. 

You don't need to use all the rules to run a fun game. Especially when you're just starting out. I ignored lots of rules when I was just starting out as DM nearly 40 years ago. And the games were fun, and challenging. Once you are comfortable with the basics of the game, and with planning and presenting adventures, the more complex stuff can be added back in.


Sunday, August 18, 2024

Break Time

I've taken a break from working on the Flying Swordsmen 2E the past couple of weeks. For one thing, I'm teaching English camps as I do most summer and winter breaks. They're fun, but exhausting. Pay really well, too. So no complaints, but gaming stuff (play or prep) has mostly been on hold. One more week to go. 

I also finally took Tallifer's advice and ordered the POD/PDF combo of King Arthur Pendragon from DriveThru. I'm still waiting on the print book, but during some breaks at camp I've been reading through the PDF. I really like it so far, but I was a big Arthur stan as a kid, so reading all the background information, the descriptions of the sources Stafford relied on and how he used them, and all that has been fun to read. But I haven't gotten into the nuts and bolts of the game aside from the character generation bits so far. I'll likely have more to say on it the more I read. 

And yes, it has already given me a few ideas for how to make FS2E more of a social relationship game, instead of just a kung fu game. 

Everyone is also pestering me to run Star Wars again, including Flynn, who would like me to run a game online so that he can play. I asked the guys about it the other day, and they seem willing to start early on a Sunday morning so that Flynn could join us. But that's for some time after camps. 

Oh, and when I asked the guys, it was a week ago, when Justin ran a game of Mothership. Man, that was a fun game! He's thinking of maybe running a longer campaign. We were all hooked, especially the way the session ended with three of four PCs dead, and the final PC given a cut-scene of the aliens creeping up behind, just like you'd expect at the end of a sci-fi horror film or short story.

Saturday, August 3, 2024

Conundrum: Motivators of Play for Cathartic Games

As I continue to work on modifying the Open d6 System for a Wuxia/Tianxia* style game as a revision of Flying Swordsmen, I'm struck by a few thoughts that make me hesitate.

One, which I know I've discussed before in relationship to my Asian-inspired fantasy games, is that of authenticity or at least getting the tone and feel right. Yeah, I'm a White dude, born and raised in the Midwest, but who has lived more than half of my life in East Asia, learning the languages, the cultures, the ways of thinking. Obviously, I don't get it as deeply as someone born and raised here. But I think I do understand it well enough to get a passable game setting. But I still have those nagging thoughts that I'm just making another version of "D&D in Funny Hats" (which was what I was blatantly doing with TS&R Jade). 

The second, which is related, is how to properly set up game systems that will motivate play for this sort of game? While there is an aspect of monster-slaying and treasure-hunting in Tianxia fiction, and a bit of that in Wuxia fiction, the typical D&D trope of slay the monsters and take their stuff, XP points accumulate just doesn't work as well for the sort of game I want to run. Flying Swordsmen has always started out great, but the games peter out pretty quickly because players flounder without simple goals like "go get the treasure." 

The action may be what draws people to the source material (especially the films/TV shows), but it's the character drama that really makes Wuxia interesting.

There's a part of me that thinks the authenticity part is not so important anyway. It's a game. Games are meant to be fun. Catharsis is fulfilling, but it's not always fun. Escapism is nearly always fun. So should I just not worry about it, and make another escapist game with Asian tropes? I could, but I've already done that (and done it well, I think). 

This time, I want to get a game that actually rewards playing not just a cool martial arts mystical warrior, but playing up the rivalries with other students or sects, difficulties with dealing with your sifu who is really good at kung fu but a shit person otherwise, or having to be torn between your duty to society (or family, or the king, or religion, etc.) and your desires for how you want to live your life.

For people equally well-acquainted (or better acquainted) with the Confucian Heritage Cultures (CHCs, as they are sometimes referred to in academics), this won't be a problem. I can present the rules, they will understand the tropes, and be able to work them in easily as they wish. For people not well-acquainted, I'm either going to have to write a cultural treatise on the subject, or else simply find a game mechanic system that will encourage this sort of thing within the rules.

I don't think I am up for the whole treatise thing. It's not my real area of academic endeavor, and it would take a long time and a lot of the people who need it would probably just ignore it, or misinterpret it anyway. So it feels to me, as I sit here today, like it will be a wasted effort. Those who wish to learn this stuff can find all sorts of resources online with just a simple Google search anyway. 

That leaves me with game mechanics. 

What I've got so far, is copying games like White Wolf or PbtA where they have a series of questions for each player to answer at the end of a game session. How did you do this? Can you provide an example of that? Show how you avoided doing this? For each question the players can give that plays to the tropes of the genre or leverages these Confucian relationships, they will get a Character Point. For each example where they break the tropes or go against the social expectations that Wuxia fiction demands.

Of course, then we get into discussions of railroading, metaplots, quantum ogres, and all that sort of thing. I'm not going to get into that right now, but I will say that from my experiences with Star Wars d6, if the players know they are in it for the immersive emulation experience (they want to experience what it's like to be a character in the SW universe), they will put up with more manipulation by the referee than they might otherwise with a more sandboxy D&D game. 

Until I can think of a better mechanic to try to encourage play that is more than just "beat up that guy, take his stuff" in a subtle fashion, I think this is the way to  go.


*Wuxia is very human-focused, Tianxia is more fantastical

Wednesday, July 31, 2024

I've Been Away, and d6 Flying Swordsmen Thoughts

Last week, the family took a vacation to Japan. We met up with quite a few old friends, ate a lot of great Japanese food, and brushed up on our Japanese skills. I also found out that I've come to instinctually say thanks to people in Korean, which got a few confused looks and annoyed my wife (who is Korean). 

Unfortunately, my wife caught covid while we were there, and I got it from her after we got home. It's not too bad this second time around. The first time I got it, back in 2021, I was on my ass for a day and a half or so, and it was like a bad flu. This time, it's more like a cold, and not an especially bad one, either. Which is good. Anyway, I'm feeling better today. 

While I haven't been blogging much, I have been tinkering with ideas for a second edition of Flying Swordsmen, using Open d6. I mentioned that before. So far, I think I have the Abilities, basic Skills, and special Martial Arts Powers and Techniques all listed out. I based the Powers and Techniques off of class bonuses, martial arts maneuvers, and spells from the 1st edition, but the list is pretty slimmed down. There are a few new things on the list as well. 

The Powers are modeled on the Force Skills in Star Wars d6. For each full Die in a Power, you get a Technique (or two?). So far, I've got six Powers, each granting a basic Technique with the first die. When additional dice are gained, there are several choices like feat trees that players can choose from. Some techniques are limited by how many dice you have in the power, and by prerequisite lesser Techniques. 

I've been monkeying around with weapon stats, using Star Wars and d6 Fantasy as a basis. The two games have some different assumptions, so I'll end up going my own route with them. For now, though, I'm finding it a bit hard to differentiate some of the weapons. I think I need to sit down and work out the combat system in a bit more detail.

I decided one Ability will be Prowess, which covers melee weapons combat, with skills for different weapon groups. Thrown and Missile weapons are under Agility, while Kung Fu (unarmed strikes) are under Might. There's a Stratagem skill under Intelligence that I want to use for special maneuvers and the like, but certain weapons would allow certain special maneuvers with the base combat skill. So if you want to disarm someone and you're wielding a straight sword or a halberd, you'd need to use Stratagem. But if you have a hook sword or a double-stick (nunchaku), you could use your Sword Combat or Chain Combat skill, depending on your weapon, with a slightly higher Difficulty. 

I need to work out the Kung Fu skill in a bit more detail. It will combine Brawling and the Martial Arts subskill from Star Wars, so you can use it to pummel opponents, but also to try to pull reverses, throws, use your opponent's momentum against them, and all that sort of thing. I need to figure out what the standard Difficulties should be for those sorts of things, and how easy or hard it should be for the opponent to resist/counter the attacks. There's also a Stance skill (under Agility) that allows for dodging or avoiding attacks, and Stratagem could also be used to perform special attacks, as mentioned above.

It may take a bit of time to work that out, and then to test the system, but I think the flexibility of the d6 system will fit better with a martial arts combat game than the AD&D system that Flying Swordsmen 1E (and Dragon Fist before it) used. 

Oh, and I've got to work up rules for dealing with a Sifu or organization that trained you, rivals, backgrounds, missions and secrets. The real fun of wuxia fiction, which I think 1E FS didn't quite get, is in the character building and interplay. I have some ideas on how to make that a core driver of game play (because fighting monsters and collecting treasure won't work for this game), but it will need some work as well.

Tuesday, July 16, 2024

Treasures, Serpents, & Ruins Game Master Guidebook is Now Available!

 I have just completed uploading the GMG to my Hidden Treasure Books store on DriveThruRPG. 

Here's a link!

It's got advice and rules for running a game the way I do it (mostly), including what I feel a new GM should know about running a game, or advice for people trying out old school style gaming for the first time. 

Most of you veterans who read this blog probably won't find much use out of most of it, but I do have some home-brewed modifications to the BECMI domain and war machine rules, and a different system for creating artifacts. Also my own version of the planes of existence. 

So there are some nuggets that might be useful even to the old, jaded gamer who's seen and done it all. Or at least I hope so. 

It's fully compatible with both my Ruby (standard Euro-D&D) and Jade (Asian D&D) sets. Oh, and I've made a few updates based on the past year of gaming with these rules to both the Jade and Ruby Players Rules books and the Bestiary & Treasury books. 

If you've already downloaded them, you might want to get the updated versions. There aren't many changes, but some mistakes have been fixed and a few things have been modified.

Monday, July 8, 2024

Projects Old and New

I've managed to finish up the semester, so I should have some free time over the next two months to get some gaming projects advanced, along with preparing my next academic research project for work. If any of y'all are thinking that teachers get to laze around all summer vacation, you're wrong. We've got stuff to get done before classes start up again in the fall. 

I've gotten some feedback on my TS&R Game Master Guidebook, but other things have been keeping me from getting to the final edit of that. I will be getting it, and the Rules Reference books for both Ruby and Jade, up on DriveThruRPG soon. 

The GMG is designed for game masters new to running games, or at least new to old school style exploration-focused gaming, including advice on running the game and creating adventures/campaigns, and optional or alternate rules. The RR books are a condensation of just the charts and rules that an experienced GM needs to run the game at the table. Other than having a few areas specific to the classes/races/spells of Ruby (traditional D&D) and Jade (Asian fantasy D&D), the RR books are nearly identical.

I also had a bit of an epiphany this evening, and started working on a framework for a 2nd edition of Flying Swordsmen, but using the Open d6 system rather than a Classic D&D system. I think it will work out better this way. The way actions in-game determine Character Points earned, and the way Character Points are used to develop Skills, will help give it that feeling of training up your martial arts. Having earning CP tied to upholding the Code of the Xia (act with courage, benevolence, loyalty, righteousness, and individuality) should help drive the emergence of wuxia style stories through game play. One problem with Flying Swordsmen 1E is that the mechanics allow for cool action scenes, but don't support the sorts of drama that set wuxia media apart from simple martial arts media. 


I think the basic mechanics are sorted out. I have my list of six Abilities, and what they govern. I need to decide on the actual lists of Skills under each Ability. I have several Powers that PCs (and NPCs!) can learn, and each will have a basic use, and Techniques that can be added as more dice are gained. Similar to the Force Skills in Star Wars d6, templates will have to put Ability Dice into Powers, but after that Powers will be improved with CP just as with Skills. New Techniques can be added with each full die gained in a Power. 

I think the Techniques will be sort of like feat trees, with prerequisites of either a certain number of dice in the Power, or certain lower level Techniques learned first. This will cover things like light step, Qi, divination, or straight up magic. I should probably get a hold of d6 Fantasy before I get too far into designing Techniques to see how they balance wizards compared to how SW balances Jedi. 

Once I've got the Skills and Techniques sorted (or at least a good first iteration of them), I'll create some templates of common wuxia archetypes and see how they look. 

I have no idea how much of this I might get done over this summer break, but I will keep you all posted! 


Sunday, June 23, 2024

In good company

I came home on Friday evening, after enjoying a few beers with some friends, to find my son (9 years old) had drawn this. 

He told me that it is an Old West cowboy town. 

I'm proud of him!