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Feng Shui Advice requested
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<blockquote data-quote="Dr Midnight" data-source="post: 1444239" data-attributes="member: 69"><p>Paged by PC, I fly in. </p><p></p><p>Okay, first, there's a great FS name site, that generates terrific HK-cinema names. Here's a sample: </p><p>Blacky Lai </p><p>Fan Chi-Hei </p><p>Coral Sun [Female] </p><p>Straight Ricky Tan </p><p>Charlie Tan </p><p>Wong Te </p><p>Yuan Yuefang [Female] </p><p>Sad Jimmy Dee </p><p>Jenny Kai [Female] </p><p>Robbie Chan </p><p>Cassandra Hou [Female] </p><p>Zheng Peng </p><p>Hou Yin (silver) [Female] </p><p></p><p><a href="http://www.ruf.rice.edu/~pound/fsnames.html" target="_blank">http://www.ruf.rice.edu/~pound/fsnames.html</a></p><p></p><p>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: <a href="http://www.dr-midnight.com/fengshui/" target="_blank">http://www.dr-midnight.com/fengshui/</a></p><p></p><p>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 </p><p>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.</p><p>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.</p><p>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. </p><p></p><p>More advice-</p><p>-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. </p><p>-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. </p><p>-Have some trance or techno music playing.</p><p>-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.</p><p>-There should be many explosions. </p><p>-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).</p><p></p><p>That's it fo me, fo now. PC, when we gonna play again, yo?</p></blockquote><p></p>
[QUOTE="Dr Midnight, post: 1444239, member: 69"] 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] [url]http://www.ruf.rice.edu/~pound/fsnames.html[/url] 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: [url]http://www.dr-midnight.com/fengshui/[/url] 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? [/QUOTE]
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