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How is Feng Shui?
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<blockquote data-quote="arwink" data-source="post: 1693323" data-attributes="member: 2292"><p>I'd argue that thyere's a difference between being unable to do that and not having done it before. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p>I figure it can pretty much handle anything you throw at it, in terms of the action genre.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="arwink, post: 1693323, member: 2292"] 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. I figure it can pretty much handle anything you throw at it, in terms of the action genre. 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. [/QUOTE]
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