Feng Shuit Campaign (Closed)

Radiant said:
the reason she doesn't have a pistol is cause she only has the weapons I had pictured her using then I thought of the character. Little things like usefullness didn't realy count into that. Going to give her a pistol now. Still she won't even carry that from the start.

So the only weapons she's got for the burger joint blowout are her combat knife, at least one of her MP5Ks, and a slap that means "lights out" for any mook who gives her trouble. Very nice.

As for me, One Eye's going to be carrying Mr. Python and the Glock, and he's got the SPAS-12 shotgun in the back of his car as a lot of cops probably do.

Mr. Python's going to be pretty much a one-shot takedown weapon, as revolvers only have a six-round capacity and reloading takes a bit longer than a semiautomatic. I can go a little crazier with the Glock, as it's got seventeen rounds and can be reloaded more quickly.

So, with Edge's ninjitsu, One Eye's gun fu, Sun Jin's sorcery, Dennis's improvised weapons and Tatjana's military badassness, this first adventure is going to be insane.

We're ready to rock, Corlon!
 
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This sounds like it's going to be great.

Just have a little tolerance for certain things I may be mistaking in the rules and correct me if you see an error, I haven't played Feng Shui a whole lot.

And before we start, I've decided that you guys will role your own things, and keep track of your own shots, at least at the beginning.
Also whenever you use a weapon please post its base damage.

And I'm not sure how other GMs do things, but in this game coolness will have more power than practicality even if it's breaking the rules a bit, and if anything could be supposed to be in the general location where the characters are, you guys can use them.

I'll start up the IC post

And if you want to use colored text, make sure everyone can read it without highlighting it.
 

And one more thing before we jump in...

I've done some thinking about One Eye's Colt Python, and I've decided that it should really be a coming of age gift from his father, a gift that was originally meant for his older brother Johnny, but given to One Eye when Johnny turned to a life of crime.

The bit in the current backstory about Johnny giving One Eye the gun during their school days (before he started selling drugs) is a bit implausible to say the very least -- school age is a little young to be giving anybody hardware, and I don't know how Johnny would have legally gotten hold of such a weapon at his age.
 

Corlon said:
This sounds like it's going to be great.

Just have a little tolerance for certain things I may be mistaking in the rules and correct me if you see an error, I haven't played Feng Shui a whole lot.

And before we start, I've decided that you guys will role your own things, and keep track of your own shots, at least at the beginning.
Also whenever you use a weapon please post its base damage.

And I'm not sure how other GMs do things, but in this game coolness will have more power than practicality even if it's breaking the rules a bit, and if anything could be supposed to be in the general location where the characters are, you guys can use them.

I'll start up the IC post

And if you want to use colored text, make sure everyone can read it without highlighting it.

no prob, don't care too much about rules aniway. And keeping track of shots ain't no worry for me. ;)
 

Corlon said:
This sounds like it's going to be great.

And I'm not sure how other GMs do things, but in this game coolness will have more power than practicality even if it's breaking the rules a bit, and if anything could be supposed to be in the general location where the characters are, you guys can use them.

I DMed a game not long ago. As far I catched the spirit, the "rules" are simple:

- Rules are not really not very important. They are broken anyway, so don´t care very much after them.

- If it´s cool and doesn´t make a difference in game terms, always allow it. A kick while doing a backflip is more difficult than a punch in the chest, but if they do the same in game terms, the difficulty should be the same; if the player says there´s a screwdriver and throws it killing a mook, there´s one.

- Rules lawyers deserve a kick in the groin, if they intend to make an scenario where they can always "win" without effort.

- Combats should never be a simple scenario of "we vs them" (avoid the "10 foot room with an orc" like the plage) Make them as interesting as you can, and add other things to do beside kicking the bad guys´butts. And interesting advice that really works: don´t add the mooks all at once, but in small quantities.
 

Someone said:
I DMed a game not long ago. As far I catched the spirit, the "rules" are simple:

- Rules are not really not very important. They are broken anyway, so don´t care very much after them.

- If it´s cool and doesn´t make a difference in game terms, always allow it. A kick while doing a backflip is more difficult than a punch in the chest, but if they do the same in game terms, the difficulty should be the same; if the player says there´s a screwdriver and throws it killing a mook, there´s one.

- Rules lawyers deserve a kick in the groin, if they intend to make an scenario where they can always "win" without effort.

- Combats should never be a simple scenario of "we vs them" (avoid the "10 foot room with an orc" like the plage) Make them as interesting as you can, and add other things to do beside kicking the bad guys´butts. And interesting advice that really works: don´t add the mooks all at once, but in small quantities.


thanks for the advice
 





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