Garet Jax
Explorer
Hi,
I've heard some good things about this game and was wondering if I should pick it up.
I plan to GM and the players I have around here just aren't into heavy roleplaying, long epic campaigns, and complicated rules, ie d20, even though I have SWd20, d20M, and D&D3.5.
I hear that Feng Shui is THE game for cinematic martial arts and high octane no holds barred actionfest. Downloaded the sampler rules and it looks pretty simple and rules-lite, all good for my players since they prefer short, action packed, 1-2 session games. But I'm wondering if it would also be easy for the GM. Here are some questions I have about Feng Shui, for those of you who have GM'd it.
1. Because it's so rules-lite, do you find yourself having to "wing it" all the time when adjudicating actions? In other words, do you find it rules-deficient sometimes?
2. Since there aren't many published modules and fan support for Feng Shui vs d20, do you find it hard to design interesting adventures?
3. How simple is it to port the existing abundant d20 adventures into Feng Shui? I know it does modern well. How about fantasy or sci-fi? I hear there are people using FS to run Star Wars.
4. Character creation is very simple. Not many archetypes/classes. Are there enough variation in the PCs to distinguish one from another throughout the power spectrum (can't recall if FS has levels or not)?
5. Let's say my players like it so much that they want to adventure in a Feng Shui campaign for several months. Does it work for long epic campaigns and character progression or mainly one to two-shot escapades?
Any other comments are appreciated.
I've heard some good things about this game and was wondering if I should pick it up.
I plan to GM and the players I have around here just aren't into heavy roleplaying, long epic campaigns, and complicated rules, ie d20, even though I have SWd20, d20M, and D&D3.5.
I hear that Feng Shui is THE game for cinematic martial arts and high octane no holds barred actionfest. Downloaded the sampler rules and it looks pretty simple and rules-lite, all good for my players since they prefer short, action packed, 1-2 session games. But I'm wondering if it would also be easy for the GM. Here are some questions I have about Feng Shui, for those of you who have GM'd it.
1. Because it's so rules-lite, do you find yourself having to "wing it" all the time when adjudicating actions? In other words, do you find it rules-deficient sometimes?
2. Since there aren't many published modules and fan support for Feng Shui vs d20, do you find it hard to design interesting adventures?
3. How simple is it to port the existing abundant d20 adventures into Feng Shui? I know it does modern well. How about fantasy or sci-fi? I hear there are people using FS to run Star Wars.
4. Character creation is very simple. Not many archetypes/classes. Are there enough variation in the PCs to distinguish one from another throughout the power spectrum (can't recall if FS has levels or not)?
5. Let's say my players like it so much that they want to adventure in a Feng Shui campaign for several months. Does it work for long epic campaigns and character progression or mainly one to two-shot escapades?
Any other comments are appreciated.