OGL Wuxia-inspired Game discussion...

cybernetic

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I was just interested in hearing if it would be viable or be of any interest if there were a OGL Wuxia-inspired set of rules and/or game that was easily usable within other d20-based games (such as the "Most Popular Role Playing Game"). What kinds of things would it need to make interested parties happy?
 
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cybernetic said:
I was just interested in hearing if it would be viable or be of any interest if there were a OGL Wuxia-inspired set of rules and/or game that was easily usable within other d20-based games (such as the "Most Popular Role Playing Game"). What kinds of things would it need to make interested parties happy?

Given a decent interest for DragonFist, which has subsequently fallen over, I would say yes.
 

Ages past Atlas Games published Burning Shaolin, a cross-over module for both d20 and Feng Shui. It features all sorts of very solid ideas on how to adapt d20 rules for wuxia-style play. I used a lot of those ideas in my Barsoom game.

True20 makes for an easier transition, frankly. You really need to get away from the idea of playing on a grid, but d20 is highly optimized for that tactical-level type of play. For example, if you're not using a grid, then rules on AoO become tough to adjudicate, and if you throw out AoO, then a lot of feats become either useless or over-powered. Plus, multiple attacks per round interfere with the sort of slam-bang, jump around the setting action you want with wuxia (because for a high-level fighter, almost always the best course of action is to close with the enemy and stand there, delivering damage, rather than, say, jump twenty feet up in the air, kick off the chandelier and nose-dive right into the top of the bad guy's head).

It's also really helpful to have some sort of Action Point/Hero Point mechanic -- that provides a means for characters to go nuts and pull off crazy stunts, but at the same time keep that ability under check. Players are much more likely to get creative if they feel like their creativity will be rewarded with higher chances of success, and Action Points mechanics provide that higher chance.
 


Adamant Entertainment had started development on a d20 Wuxia sourcebook, The Dao of Wuxia, a long while ago (we were written up in the news section of Polyhedron, etc.), but had back-burnered the project.

We had considered reviving it, but given the whole turmoil surrounding the launch of 4e, at this point we're thinking it makes more sense to wait and see what the new rules look like before deciding to continue.
 

I highly recommend Spycraft. You can do a lot with the Campaign Qualities to tailor the style of play to your liking. There are qualities that do very well in emulating the high-flying, over the top, wuxia style.

There is also a preview of the Martial Artist class in the upcoming World on Fire book in Signs & Portent 46 (which happens to have a Wuxia class ability).
 

Thanks for all the suggestions. I'm less interested in systems to run Wuxia and more interested in the kind of interest people would have for an OGL Wuxia game. I'm actually currently co-writing a OGL based system (which we are hoping to start previewing in December). The reason I ask is during the work we've put into it I've come up with some interested ideas that, while they don't work well for our game/setting, would work well for a more Wuxia-based version of our system. I might put that on my project list as well.
 

I've gotten a thumbs up on an OGL Wuxia Project...and will start writing it immediatly.

The system that I am co-authoring is an original OGL system that greatly departs from the d20 standard. We have basically taken the SRD (and other OGC) and built a completely different game using the same underlying structure/mechanics. Anyways, enough of the boring background...and onto some info about what I have drafted up for this Wuxia-inspired game.

I have an original world in development for the setting of the game, with system and setting being intrinsically tied to one another. The world can be described as similar to Final Fantasy 7 if Gu Long and Jin Yong had created it- High Fantasy Technomagic Wuxia.

Some key things I am working into the system are the following:

- The system will be level-based, however there will not be classes in the traditional manner.
- The Martial Path (Warriors and Fighters) will cultivate their Chi into Inner Strength to fuel their Kung Fu Techniques. I have a free-form technique system drafted that allows characters to put together techniques on the fly or they can learn codified Styles (which give access to techniques that are easier to perform than their free-form counter parts).
- The Mystic Path (Sorcerers & Mages) will cultivate their Chi into Mana to fuel their Spells and Rituals. Spells are the commonly used powers of Mana and Rituals are like High Magic (difficult and draining to perform, but powerful).
- The Sages Path (Rogues and Bards) will cultivate their Chi towards Extroardinary Feats of Skill. In addition to be wise in knowledge they are also able to push Skills to higher levels then others and perform spectacular Skill Stunts.
- The Guardian Path (Clerics and Paladins) will cultivate their Chi towards Conviction and will be able to mold it into Auras and Dweomers derived from the essence of said auras.
- I have a rough weapon/combat system that uses the cycle of chinese elements in weapon design as well.
- Damage and Combat will definatly be based on character skill and not how big his sword is.
- Character Advancement system is not experience based...it is more story-based and allows for characters to advance a bit at each session while still staying within the confines of a level-based system.

...thats all I have time to post for now. Places to go people to see. :) Cheers.
 

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