How is Feng Shui?

Stormborn said:
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?

I really don't want to give away the plot, so I'll spoiler it:

**SPOILER**
There are four time periods in the RPG: 69 A.D., 1850, modern day (sometime in the 1990's) and 2015. All the times are more like alternate timelines, each one made possible because the Black Lotus / Transformed animals / Architects control the Feng Shui Sites of their locality. They are fighting the shadow war to win OTHER times' feng shui sites, thanks to conduits through the netherworld. Once you as a PC go to the Netherworld, you cannot be eliminated from history - your surrounding life style can be screwed, but you yourself are untouched. I've never seen the card game so I don't know how it maps up with it.
**SPOILER**
I've had no problem matching Architect-originated characters into the game, IF I use the game's background.
 

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Wow everybody, thanks for all the informative posts.

Obviously, this game is built around creative, cinematic combat/action sequences. What I'm also hearing is that if you're not a creative GM or player--when describing your action scenes--the game does not work and it's difficult to come up with ideas for a long campaign. Am I right?

Does it handle other aspects of action movies well, like espionage and stealth missions, ala Splinter Cell/Metal Gear Solid? Or is it only good for Dynasty Warriors type of campaigns?

Another question I have is about the power curve. I know all characters start out with a lot of powers/skills. If there are no levels, do PCs gain a decent amount of power as they progress through the adventure (I take it their skills improve and all)? Can a high level NPC squash a beginner PC like they can in D&D, simply because of better stats? How long will it take before a beginning character can challenge the big bad villains and agent Smiths in Feng Shui? I guess what I'm trying ask is, what's the main determinant for power in FS, how you describe your actions, or what your stats/skills are?

GJ
 

Garet Jax said:
Obviously, this game is built around creative, cinematic combat/action sequences. What I'm also hearing is that if you're not a creative GM or player--when describing your action scenes--the game does not work and it's difficult to come up with ideas for a long campaign. Am I right?

I'd argue that thyere's a difference between being unable to do that and not having done it before.

Feng Shui is one of those games that lets players feed on one anothers energy, and I've seen players who have never really progressed beyond seeing DnD combat as a tactical minatures game flourish when given such an open system. All it takes is one players getting into the spirit of things, and everyone else tends to get dragged along for the ride.

On top of that, the structure and theme of the game really does edge people into over-the-top stunts regardless - the mechanics are suitably cinematic in their approach that you can't help but think of the game as a movie.


Does it handle other aspects of action movies well, like espionage and stealth missions, ala Splinter Cell/Metal Gear Solid? Or is it only good for Dynasty Warriors type of campaigns?

I figure it can pretty much handle anything you throw at it, in terms of the action genre.

Another question I have is about the power curve. I know all characters start out with a lot of powers/skills. If there are no levels, do PCs gain a decent amount of power as they progress through the adventure (I take it their skills improve and all)? Can a high level NPC squash a beginner PC like they can in D&D, simply because of better stats? How long will it take before a beginning character can challenge the big bad villains and agent Smiths in Feng Shui? I guess what I'm trying ask is, what's the main determinant for power in FS, how you describe your actions, or what your stats/skills are?GJ

The power curve iis interely different to DnD. Where it differs is in its focus on PC's as true heroes of action films - men and women who are never going to be taken out by generic guard 5 in a scene. Players can mow through hordes of unnamed mooks with ease, even at lower levels, without having to worry that they're going to get killed or even mortally wounded. It's only in the really big, dramatic scenes where they get to take on the named Bad Guy and his more impressive goons that the possibility of a real challenge comes. And as with all good films, the bad guy is never so unbeatable the PC's can't hope to defeat him.

In short, the PC's can tackle bad guys immediately, but how powerful the bad guy tends to scale with the adventures. For the most part both mooks and named NPC's are easy to scale (Work out the average combat value of the PC's, add or subtract the difference between that and 15 from all the NPC's combat values). The PC's do improve, often quite rapidly if you're using the core Shadowfist campaign system and they have access to Feng Shui sites, but that improvement tends to be in tiny increments - new schticks, new skills, taking their core concept in new directions.
 

Using Metal Gear Solid as an example, since it was asked, I think since Feng Shui lends itself more to over the top action, it might be easier to create something closer to say...Twin Snakes than the original MGS.
 

During the last game of this that I played in one of the playing characters was a 10-year-old chubby Chinese kid with a backpack full of junk food as his only weapons (and brilliantly played by Ao the Overkitty). In the climax battle the kid managed to destroy 3 helicopters full of mooks using only a twinkie. In another game the characters managed to cut a train in half the hard way - perpendicular! It's a great game!
 

Personally? I think Feng Shui is junk, and isn't a decent high-fantasy wu xia game, at all. I hate the template-based character generation, the background is goofy, and the mechanics are nothing to write home about. Something like Jadeclaw does the genre to a 't'. Even HeroQuest, as game I'm not all that gung-ho about (and by the same author) does the genre better.
 

Garet Jax said:
Obviously, this game is built around creative, cinematic combat/action sequences. What I'm also hearing is that if you're not a creative GM or player--when describing your action scenes--the game does not work and it's difficult to come up with ideas for a long campaign. Am I right?
No. Feng Shui is definitely not a 'system does matter' rpg ala The Forge. It's a rather generic system of resolution. There's nothing that makes it 'not work' with players who avoid description any more than D&D's would fail to 'work'. It would certainly be less interesting, but the mechanic would continue rolling along, just fine.
 

I dunno know, I think the basic die roll in Feng Shui is more or less my favorite resolution system of all time.

but then I again where I like it I can see how a lot of variance on the edges would offend many another.
 

Henry, thanks for the reply, the info in your spoiler seems basically true to the card game as I understand it, but my wife is the real expert.

For those who have played both: how akin to Unknown Armies is the skills and resolution system? UA I know pretty well, and flipping through Feng Shui once it seemed somewhat similar, but I didn't really have opportunity to read it indepth.
 
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