How is Feng Shui?

rbingham2000 said:
Into the sig file with you! :D

You'll make MY day if you could correct my two horrible spelling mistakes; "creme" should be "cream", and "Dice" should be "die."

I-ANAL Henry :D
 

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Odd that you mention that Henry. One of the reasons I have been looking for other games to play is to rejuvenate my player's creativity. Even in DnD you don't need to relegate your combat to "I move to flank him and sneak attack!" I think people just get stuck thinking in such terms at times. I am thinking that if I periodically run a different game, that has a different combat emphasis, my players will get into character more often.
 


All this talk about this great game makes me want to play it again. I didn´t like the setting but who says you have to use it. Kyyyyaaah!!! (Old Master - too cool)
 

feng shui kicked teh arse. ;)

when i first saw 3E and the feat system, and the way some feats built off of a tree, i immediately thought of feng shui.
 



Since Feng Shui is based on the Shadowfist card game, I was wondering how the various factions are handled? I always played Architect decks, how do they (and other groups) fit into the hongkong movie feel?
 

Some Feng Shui concepts move over well to d20 gaming (especially modern).

Mooks are handled simply with 4 hp level 1 NPCs, and I give bonuses on rolls for good descriptions of actions.

But regardless, I love this game.

I was introduced to Feng Shui @ Origins last year and it rocked. Jim Zub made us buy the rule book, and I love it. I haven't run it because I've been running a million OTHER games in the intervening year, but I have a seriously fond spot in my heart for this one.

Thanks to Jim Zub, Crothian, Denise... and was LrdApoc in that game too?

Man I loved it.

(Like the rest of the players couldn't tell I was getting into it... I kep jumping out of my chair to enact my crazy gun-shticks and acrobatics)
 

Now, back to the actual questions.

Yes - lots of hand-waving. But this game handles it SO WELL that it's not a problem. I can see it being an issue for a game master who has very little or no experience, but in the hands of someone who knows storytelling, cinematics, or even someone who just has a lot of experience running games, then this is fine.

Then again, I'm used to pulling Difficulty Numbers out of my butt on the fly - especially for CyberPunk, and thus Feng Shui isn't too difficult to handle for me.

For epic campaigns, you'd have to ask Jim Zub (artist for Udon studios) - he ran a mega-campaign of Feng Shui that lasted at least a year of weekly sessions.
 

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