Feng Shui Rocks! (Attn: P-Kitty & Teflon Billy)

Stone Angel said:
Crothian what are you talking about, you would have a hard time with anything other than Thieves World right now. "Thieves world this, Thieves World that" When we hit Subway you asked for the Thieves World meal deal. "Could I get my stamps please" :p

That comes nexty year when the books actually come out. What I'm talking about is it is Kung Fu Action Hour and its hard for me to see a weekly campaign of that sort being fun. The combats get old and that is the focus of the game.
 

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Robin D Laws is a national treasure of Canada.

Just got off a 6 game run of Feng Shui, back in the D&D saddle again, its been a long time.

Before Feng Shui we played about 4 games of Shadowrun.

Gotta keep rotating the systems before you wear them out.
 
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The only complaints I've heard:

I've had some players who felt that the character types were both or either insubstantial and limiting.

Many people find the overall game world to be a bit frustrating, though they might like the individual eras. In line with this, I would say that the power groups in the setting as is could use some more ooomph. With the exception of the Thorns of the Lotus and some portrayals of the wheel they just don't seem to live up to the exoticism and color they feel like they should have.

Sometimes, I get so enthused about the system and its possibilities that I get a little too disappointed when I run into something that won't work as easily as I'd like it too.

Complaint one I don't yet have a solution too.

Complaint two, well it's pretty easy to mess with settings and bring in new things, though I have yet to come up with a reforming of the good elements of those factions that I am satisfied with.

Complaint three, that's pretty much my own problem, though I think the issue has gotten better with more internet collaboration and the newer sourcebooks.
 

Dr. Strangemonkey said:
The only complaints I've heard:

I've had some players who felt that the character types were both or either insubstantial and limiting...

Yeah, point taken. The character classes are not balanced (I mean, you can choose to play the guy who gets 3 Kung Fu Schticks, or if you prefer, the guy who gets five)

The Big Bruiser is worse than useless given the way that Dexterity works.

The Maverick Cop just seems grossly underpowered (but at least he is a generalist).

But once you get all of your characters hammered out to the satisfaction of all involved, watch out:)
 

Teflon Billy said:
Yeah, point taken. The character classes are not balanced (I mean, you can choose to play the guy who gets 3 Kung Fu Schticks, or if you prefer, the guy who gets five)

The Big Bruiser is worse than useless given the way that Dexterity works.

The Maverick Cop just seems grossly underpowered (but at least he is a generalist).

But once you get all of your characters hammered out to the satisfaction of all involved, watch out:)
My big beef with the Bruiser is the Martial Arts rating of 12. Considering that most mooks have AVs of about 8, his performance against them will be hit-or-miss at the very least. That ain't a good thing for an archetype that's supposed to hammer these losers into the dirt.

And the Maverick Cop? Underpowered? His gun-fu is second only to the Killer and the Ex-Special Forces, and he can run circles around just about anyone on the road, save the Karate Cop. He's most certainly NOT a generalist, and I hardly consider him underpowered at all.
 
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rbingham2000 said:
And the Maverick Cop? Underpowered? His gun-fu is second only to the Killer and the Ex-Special Forces, and he can run circles around just about anyone on the road, save the Karate Cop. He's most certainly NOT a generalist, and I hardly consider him underpowered at all.

You are 100% correct. I meant Karate Cop.
 

Let me say that Feng Shui most definitely rocks, its a brilliant rules-lite system (Atlas is very very good at making games that are rules-lite), and the mechanics fit the genre so very well.

I plan on running my next Feng Shui campaign as soon as my Omega World/Redline campaign wraps up, in a few months.

In terms of material, I would recommend one book that falls outside of the actual realm of Feng Shui supplements: Erick Wujcik's Mystic China.

Yes, its by Palladium. Don't let that scare you: Don't get it for the mechanics, get it for the info and material. Want a random chinese name generator, with hundreds of options (and the meanings of each name)? Its there.
Info on a good way to present Taoist Alchemy, including false and true paths to alchemical immortality? Its there.
Stuff on the demonic courts of the Yama Kings from Taoist myth? Its there.

Ghosts and spirits? Info on 20-some more or less real kung-fu styles? nice details on chinese weapons, including really wierd ones? Its all in there.

I wouldn't run Feng Shui without it.

Nisarg
 


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