Feng Shui Advice requested

Henry

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I know there are several players of Feng Shui on these boards, so I thought it would be a good place to ask for soem advice.

I am planning a one-shot Feng Shui game this weekend, and wanted to know what are your favorite Feng Shui resources on the web, particularly those that perhaps have some insta-plot ideas?

I am looking for some plot ideas that are relatively simple, and which do not involve the Secret War, or a whole lot of "magic" elements. I'm just looking to keep it simple, fast, and furious fun. Karate Cops, Bruisers, Martial Artists with Fu, etc.

Even without my specific needs, what are the BEST Feng Shui RPG resources you know of? I already know about

http://www.innocence.com/fengshui

any others I'm really missing out on?
 

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Paged by PC, I fly in.

Okay, first, there's a great FS name site, that generates terrific HK-cinema names. Here's a sample:
Blacky Lai
Fan Chi-Hei
Coral Sun [Female]
Straight Ricky Tan
Charlie Tan
Wong Te
Yuan Yuefang [Female]
Sad Jimmy Dee
Jenny Kai [Female]
Robbie Chan
Cassandra Hou [Female]
Zheng Peng
Hou Yin (silver) [Female]

http://www.ruf.rice.edu/~pound/fsnames.html

Secondly, uhh... that's all the advice I have for web sites, unless you want to read a write-up of one of my games: http://www.dr-midnight.com/fengshui/

Is this your first time GMing the Shui? I've got some advice on your plot issues- In FS, plot takes a waaaay-back seat to everything else- it's an action movie. The WHY of the fighting doesn't matter nearly as much as the
1.- WHERE - Locations are everything. Think of cool places for an action scene. Lots of property damage potential. Construction sites, five-story high malls with display cars and free-fall areas, an old warehouse filled with abandoned equipment, the roof of a skyscraper, etc... I find that interesting action locations are more important than everything else. Once you've got the location, figure out why they'll be there.
2.- WHO - Interesting villains. Their stats don't matter much, just their attitude and outfits. They should always make their first appearance in slow motion, IMO. Think of great concepts or look through some fluffy fashion magazine and take your villain concept from a picture of a well-dressed fop. Focus on their clothes, what they use for weapons, and how they talk.
3.- HOW - The point of HK action cinema is fascinatingly choreographed action. If someone just shoots or punches someone, that's not good enough. Most new players don't "get it" until you show them what THEY can do by example. Show them the villains taking out some civilians or police in fantastic ways before the PCs get a shot at them. The action should be fiercely inventive. Don't just shoot at them, have them jump backwards over a railing to a 100 ft. drop, popping shots at a gas-powered chandelier directly over their mark's head. Unless your players are HK action fans, they might have to be shown that this is a different world of physics and the laws of plausibility don't apply.

More advice-
-Plot about three action scenes. No less, maybe one more if you think you've got time... but three action scenes will fill five hours, trust me.
-Always plan for one chase sequence. High speed, through air, water, expressway, what have you... I highly recommend a high speed car chase through a parade route or a helicopter chase through a maze of skyscrapers.
-Have some trance or techno music playing.
-Bring props. Get a toy gun or five and bring it, use it when a villain does. Let someone use it to show you how they want to disarm someone, etc... very useful for the guns-out dialogue scenes.
-There should be many explosions.
-Encourage the creativity. Even if a PC's attack plan is wildly out of whack (like shooting a bullet off of three walls to hit someone behind him without looking), let him try it, and if he rolls high enough, let it work. Be permissive. If it DOESN'T work, think up imaginative consequences for the action's failing (the bullet punches a hole in a nearby oil can, which will have AV penalties and hilarious results in one round).

That's it fo me, fo now. PC, when we gonna play again, yo?
 

I was just thinkin' about you yesterday - hadn't seen a thread you've replied to in a little while! Going well, I trust? :)

Also, thanks for the tips. I'm seeing more and more as I read stuff from Feng Shui players, that it's not what happens, so much as how it happens. I still need to put together at least a rice-paper thin plot, so I'm still thinking and batting ideas back and forth. I thought about using the default adventure "Baptism by Fire" but it's too tied into the Secret War stuff.

Thinking about using "Death on the Streets" (found that one at Fortress of Shadow, involves a drug lord and the drug "Monsoon"), but I'm still knocking ideas around.

Thanks for the ideas!
 

I was just thinkin' about you yesterday -
Oh yeah? I wonder now and then if anyone from ENworld ponders where I might be. I always thought that was my ego gasping for breath.

hadn't seen a thread you've replied to in a little while! Going well, I trust?
Things are okay. I've just fallen out of D&D enough so that I don't take joy in perusing rules threads and keeping abreast of new products. I haven't been doing any message board action for the last few months. I miss the community.

Also, thanks for the tips. I'm seeing more and more as I read stuff from Feng Shui players, that it's not what happens, so much as how it happens. I still need to put together at least a rice-paper thin plot, so I'm still thinking and batting ideas back and forth. I thought about using the default adventure "Baptism by Fire" but it's too tied into the Secret War stuff.

Thinking about using "Death on the Streets" (found that one at Fortress of Shadow, involves a drug lord and the drug "Monsoon"), but I'm still knocking ideas around.

All you need is that paper-thin plot. Remember that pseudo-science is your best friend, where plots are concerned... One evening with the Discovery channel and you'll find some scientific tool of destruction for villains to steal/threaten to use. Biochemical agent, nanotechnology, experimental aircraft, use something you have no REAL understanding of and have the villains after it with great consequences for the town/country/world if they should succeed. Done and done.

Thanks for the ideas!
You're welcome! Can you keep me updated on what you do? I'm always interested in FS and what other GMs do... glad you're keeping away from the Secret War crap as I do.
 

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