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How is Feng Shui?
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<blockquote data-quote="Funksaw" data-source="post: 1691789" data-attributes="member: 20181"><p>It's not my favorite game, it's not my most-frequently played game, but no game plays to my GM strengths (improvisation, furious action, willingness to suspend disbelief, explosions) like Feng Shui does. </p><p></p><p>1) I don't find it rules deficient. I actually think there might be too *many* rules, but that's just me - I like things very fast, very loose. Put another way, you'll likely have no problem with finding the rules you need for car chases (the driver spends an extra shot-per-turn for doing stuff while he's driving,) crazy stunts (just about the only penalty is when you take out more than one bad guy at once, otherwise, there's no penalty,) magic, kung-fu, etc. It even has something akin to a reflex save (Get a result of more than 10 on a roll, and you can escape a warehouse explosion just by jumping out of the way at the right moment.) And I'm running off the first edition! But if you forget one of those rules during the game, unlike D20, it's a terrible faux pas to look up the rule in the middle of the game. Make something up, look up the real rule later. Action is the watchword. </p><p></p><p>2) Feng Shui is the easiest game in the world to design an adventure for. It has three steps. </p><p>1) Watch an action movie - preferable a hong-kong action movie - that none of your friends have watched. </p><p>2) Steal the plot...</p><p>3) <Goldblum>There is no step three. There is no step three.</Goldblum></p><p></p><p>3) It is very hard to port d20 adventures into Feng Shui. Mostly because in your average d20 adventure, nothing much happens. Forget the stats, forget the skills, the monsters - unless the title is "Samurai Kung-Fu Explosion Bandits in Freeport" you're probably going to want to come up with your own. Essentially, the more action, the more crazy stunts, the more adventure, and the more explosions, the easier it is to port. But the numbers will be utterly useless. </p><p></p><p>4) FS does not have levels. But the archetypes are very distinct. There is no confusing, for example, the Hitman for the Spunky kid. There is some overlap - the Ninja and the Spunky Kid tend to be good at similar things, but for one, the Ninja and the Spunky Kid are roleplayed very distinctly - even moreso than D&D, your archetype determines your personality. So you have all the benifits of classes - easy play, quick intro, with a character all set up - with none of the pitfalls of D&D, long setup time, confusing limitations, etc.</p><p></p><p>5) Feng Shui can work with one-shots, with short-campaigns, and with epic campaigns. But - and this may be just me - it doesn't transition well from one-shot to epic campaign. Mostly because in the one-shot, everything gets blown up in the first adventure. Everything after that seems like an anticlimax. Sure, you may keep it going another couple of sessions, but like action movie franchises, by the time the third sequel comes around, it's not nearly as good as the first. So I'd reccomend you start a new campaign if your players want to move from one-shot to epic campaign. </p><p></p><p>Have you ever seen Jackie Chan Adventures? That is an epic Feng Shui game right down to the archetypes.</p></blockquote><p></p>
[QUOTE="Funksaw, post: 1691789, member: 20181"] It's not my favorite game, it's not my most-frequently played game, but no game plays to my GM strengths (improvisation, furious action, willingness to suspend disbelief, explosions) like Feng Shui does. 1) I don't find it rules deficient. I actually think there might be too *many* rules, but that's just me - I like things very fast, very loose. Put another way, you'll likely have no problem with finding the rules you need for car chases (the driver spends an extra shot-per-turn for doing stuff while he's driving,) crazy stunts (just about the only penalty is when you take out more than one bad guy at once, otherwise, there's no penalty,) magic, kung-fu, etc. It even has something akin to a reflex save (Get a result of more than 10 on a roll, and you can escape a warehouse explosion just by jumping out of the way at the right moment.) And I'm running off the first edition! But if you forget one of those rules during the game, unlike D20, it's a terrible faux pas to look up the rule in the middle of the game. Make something up, look up the real rule later. Action is the watchword. 2) Feng Shui is the easiest game in the world to design an adventure for. It has three steps. 1) Watch an action movie - preferable a hong-kong action movie - that none of your friends have watched. 2) Steal the plot... 3) <Goldblum>There is no step three. There is no step three.</Goldblum> 3) It is very hard to port d20 adventures into Feng Shui. Mostly because in your average d20 adventure, nothing much happens. Forget the stats, forget the skills, the monsters - unless the title is "Samurai Kung-Fu Explosion Bandits in Freeport" you're probably going to want to come up with your own. Essentially, the more action, the more crazy stunts, the more adventure, and the more explosions, the easier it is to port. But the numbers will be utterly useless. 4) FS does not have levels. But the archetypes are very distinct. There is no confusing, for example, the Hitman for the Spunky kid. There is some overlap - the Ninja and the Spunky Kid tend to be good at similar things, but for one, the Ninja and the Spunky Kid are roleplayed very distinctly - even moreso than D&D, your archetype determines your personality. So you have all the benifits of classes - easy play, quick intro, with a character all set up - with none of the pitfalls of D&D, long setup time, confusing limitations, etc. 5) Feng Shui can work with one-shots, with short-campaigns, and with epic campaigns. But - and this may be just me - it doesn't transition well from one-shot to epic campaign. Mostly because in the one-shot, everything gets blown up in the first adventure. Everything after that seems like an anticlimax. Sure, you may keep it going another couple of sessions, but like action movie franchises, by the time the third sequel comes around, it's not nearly as good as the first. So I'd reccomend you start a new campaign if your players want to move from one-shot to epic campaign. Have you ever seen Jackie Chan Adventures? That is an epic Feng Shui game right down to the archetypes. [/QUOTE]
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