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How is Feng Shui?
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<blockquote data-quote="arwink" data-source="post: 1691400" data-attributes="member: 2292"><p>I'll add my voice to the numerous good things that can be said about this game, and definately recommend it. Feng Shui rocks, and I don't get to play it anywhere near enough <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>No, not really. Like D20, Feng Shui mostly relies on the same mechanic in order to determin actions, and because it plays with that mechanic fairly loosely you can bend it in a lot of directions. It's not a great game for people who want to play a tactical, by the rules stype combat, but for those who just want goofy kung fu fun its near perfect.</p><p></p><p></p><p></p><p>Again, not really. I read somewhere that designing a Feng Shui adventure is really just a process where you pick three places that seem like interesting places to have a fight, work out some cool scenes that could take place there, then string them together. </p><p></p><p></p><p></p><p>Easy, really. I've poked around with Feng-Shui adventures based on Call of Cthulhu scenarios, I've played in games that were based off Deadlands, I know of someone whose running a campaing using the rules for a Vampire meets Underworld kind of vibe. </p><p></p><p>For the most part, Feng Shui is about cool moves and archetypes, and the genres/systems you've mentioned tend to use the latter quite a bit. It can require a little tinkering and hand-waving to pull off, but Feng Shui is a good system for Hand-waving anyway.</p><p></p><p></p><p></p><p>In the last game I ran, the hardcore killer based of Christian Bale in Equillibrium was no more or less effective than the bratty sidekick (conceptulaised as haley joel osmend breaking into kung fu films). The system is fairly balanced in this kind of respect - the way in which various archetypes approach the concept of a fight is diffent, but not necessarily any more effecting than the others. Magic and gunplay are perfectly balanced, and the guy playing the sports fan caught in the wrong place and the wrong time can happily go toe to toe with either and stand a chance of winning.</p><p></p><p>Creating and tinkering with the archetypes can be tricky, but gets easier with practice. And admittedly, there's not really much need for it - the archetypes cover a lot of ground.</p><p></p><p></p><p></p><p>Campaigns could work if you've got people who dig the system and are into the idea of inventing new stunts and moves week after week. I know some people whose eyes gleam at the very thought of a long-runing feng shui campaign (me included), but I also know people who love the system but wonder whether it would be possible to keep up the energy levels and intensity of the system.</p></blockquote><p></p>
[QUOTE="arwink, post: 1691400, member: 2292"] I'll add my voice to the numerous good things that can be said about this game, and definately recommend it. Feng Shui rocks, and I don't get to play it anywhere near enough :) No, not really. Like D20, Feng Shui mostly relies on the same mechanic in order to determin actions, and because it plays with that mechanic fairly loosely you can bend it in a lot of directions. It's not a great game for people who want to play a tactical, by the rules stype combat, but for those who just want goofy kung fu fun its near perfect. Again, not really. I read somewhere that designing a Feng Shui adventure is really just a process where you pick three places that seem like interesting places to have a fight, work out some cool scenes that could take place there, then string them together. Easy, really. I've poked around with Feng-Shui adventures based on Call of Cthulhu scenarios, I've played in games that were based off Deadlands, I know of someone whose running a campaing using the rules for a Vampire meets Underworld kind of vibe. For the most part, Feng Shui is about cool moves and archetypes, and the genres/systems you've mentioned tend to use the latter quite a bit. It can require a little tinkering and hand-waving to pull off, but Feng Shui is a good system for Hand-waving anyway. In the last game I ran, the hardcore killer based of Christian Bale in Equillibrium was no more or less effective than the bratty sidekick (conceptulaised as haley joel osmend breaking into kung fu films). The system is fairly balanced in this kind of respect - the way in which various archetypes approach the concept of a fight is diffent, but not necessarily any more effecting than the others. Magic and gunplay are perfectly balanced, and the guy playing the sports fan caught in the wrong place and the wrong time can happily go toe to toe with either and stand a chance of winning. Creating and tinkering with the archetypes can be tricky, but gets easier with practice. And admittedly, there's not really much need for it - the archetypes cover a lot of ground. Campaigns could work if you've got people who dig the system and are into the idea of inventing new stunts and moves week after week. I know some people whose eyes gleam at the very thought of a long-runing feng shui campaign (me included), but I also know people who love the system but wonder whether it would be possible to keep up the energy levels and intensity of the system. [/QUOTE]
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