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Showing posts with label wushu. Show all posts
Showing posts with label wushu. Show all posts

Wednesday, May 29, 2019

Hearts of Wulin Kickstarter

Hearts of Wulin, an RPG of wuxia melodrama, funded in less than an hour.
Driven by the characters’ duties, desires, and entanglements with other characters, Hearts of Wulin draws on films like Crouching Tiger, Hidden Dragon, Chinese wuxia TV series like Legend of the Condor Heroes, and Chinese martial arts novels from the second half of the twentieth century. The game focuses on letting players tell stories steeped in wuxia melodrama, giving them roles as skilled martial artists in a world of rival clans, conspiracies, and obligations. Romance is as dangerous as a blade - and just as often hidden. Everyone has ties to factions, loves they can’t express, and secrets whose possible revelation will shake them to their core.

Launched on May 14th, 2019, the Kickstarter funded in less than an hour. Since then the stretch goals that it has met include full color interiors, enhanced material on the supernatural, an essay on combat description from the co-hosts of the Jianghu Hustle podcast; and an expansion using the system to explore turn-of-the-century San Francisco from designer Banana Chan, and 
 materials for Joseon dynasty Korea from designer Clio Yun-su Davis. Upcoming stretch goals include Musketeer-era France, a cyberpunk reframing, and a setting inspired by Revolutionary Girl Utena.

Hearts of Wulin comes from The Gauntlet Gaming Community. For several years the Gauntlet has offered a massive online gaming calendar covering story games, OSR, and beyond. The community features multiple podcasts (including ENnie winner Fear of a Black Dragon), active moderated forums, a monthly zine (Codex), blog (featuring ENnie winner Age of Ravens). Hearts of Wulin co-authors Agatha Cheng and Lowell Francis have a deep love of the wuxia genre. Agatha co-hosts the Asians Represents Podcast (@aznsrepresent), while Lowell co-hosts The Gauntlet Podcast.

Playtest materials are available. An early version, the playtest packet includes only a fraction of the support text that will be in the final product. Nevertheless, it provides a tantalizing and addictive sense of what the final game will be like, and anyone with a basic understanding of how Powered by the Apocalypse (PbtA) games work will be able to run a short campaign of Hearts of Wulin.

"Hearts of Wulin is a joyous exercise in capturing the heart and soul of a beloved media genre in the the sublime form of a well-designed roleplaying game. Lowell and Agatha have seamlessly blended action, romance, humor, pathos, and a deep appreciation of source material ranging from classic Shaw Brothers films to modern serialized TV dramas, to produce a dynamic play experience that'll make great stories even if you're only passingly familiar with those works." – Jim Crocker, JimLikesGames.com

The campaign ends Sunday, June 16th.
The Kickstarter Campaign: https://www.kickstarter.com/projects/gauntlet/hearts-of-wulin
For more about the Gauntlet Gaming Community, check out gauntlet-rpg.com
The Gauntlet Gaming Community on Twitter: @gauntletrpg
The Gauntlet Gaming Community on Facebook: https://www.facebook.com/GauntletRPG/

Tuesday, June 5, 2018

Hearts of Wulin & Pasión de las Pasiones: Origins GoD

GRINDSTONE ADJACENT
For a host of reasons May got away from me and the blog. I’ve been running games and working on several projects, so I have lots of ideas and cool stuff to post. However I’m holding off for a little bit as Origins is next week! I dig that convention for the game space, chance to meet friends, and reliable access to food.

I will be running sessions for Games on Demand at Origins. Please come by and check that our amazing selection of games. I’m scheduled Thursday morning (9-1), Thursday evening (8-12), and Saturday morning (9-1). I’ll also be manning the desk for the last possible slot, Sunday morning. I’ve got lots of free time so I’m hoping to fill in if they need coverage, run pick-up games, and hang out with people I know from online and The Gauntlet.

Please come by and say hi! If you want to coordinate something, you can send me an email at edige23 AT gmail. I actually have a phone which can check my messages. It’s a crazy revolution in decades-old technology.

I have two games on my menus for the convention:

Hearts of Wulin
Virtue vs. Villainy! Obligation vs. Passion! Justice vs. Tyranny! The heroes of Wulin battle for a better world while struggling with their own intertwined duties, desires, and destinies. You are heroes trying to serve your family, faction, or ideals. High-flying action, romantic confusions, and secret schemes abound. This game aims to emulate the high drama feel of stories like Crouching Tiger, Hidden Dragon; Fox Volant of Snowy Mountain; Painted Skin; Proud, Smiling Wanderer; Princess Agents, and more. Tales of misunderstandings, betrayals, and farce mix with martial arts action.

This PbtA hack borrows liberally from Apocalypse Engine games like Masks, Monster Hearts, and The Veil. We’ll tune characters and relationships in the first hour and then throw into action-melodrama in the wulin world.

I’ve recorded some sessions of this, you can check out the most recent ones here:

Pasión de las Pasiones
Pasión de las Pasiones is a PbtA tabletop role-playing game where you play the cast of the world’s most dramatic and exciting telenovela: Pasión de las Pasiones, as well as the family watching at home. In Pasión de las Pasiones, lies will be exposed, plots will be shattered, hearts will be broken, and if you’re lucky, you might even get a happy ending…at least for now.

We’re using the rules from the Magpie’s recently released ashcan of this. I love melodrama and this game has it. 

If you’re curious about this game you can see my online sessions here:
Twin Betrayals: Session One: https://bit.ly/2sJLalB
Twin Betrayals: Session Two: https://bit.ly/2kPsJs5
The Scent of Love: Session One: https://bit.ly/2JgUF2N
The Scent of Love: Session Two: https://bit.ly/2LqQpP1

I’m also bringing along a couple of “just-in-case” rpgs, including Magic, Inc which uses Action Cards and whatever else I find that looks easy to pack. I'd love the chance to run HoW a few more times for folks who are interested. 

Monday, February 26, 2018

Hearts of Wulin: What Next?


I ran the last session of Hearts of Wulin PbtA yesterday. I tied together several character threads, put two PCs in the spotlight, and significantly changed some entanglements. Down below I’ve put links to the session videos and my previous posts on the system. Today I want to consider some of the material I need to develop if I want to make this a full-fledged game. This isn’t everything, but its where I plan to start.

Side note: I used a PbtA “Love Letter” this weekend. That’s not a technique I’ve used much before. But we had a player miss session three and return for four. It generated cool story changes and worked well. I need to remember these for longer campaigns with characters dropping out and popping back in later. Here’s the letter’s text:

You went to protect your brother and remove him from the dangers, but also to consult with your parents about the potential marriage arrangement. When you confront your parents, roll. On a 10+ they hear your words and understand that what they’ve done may be premature. However to keep face they require something significant of you. What is it? On a 7-9, they’re upset with you and it creates a rift. They will instead offer your brother’s hand in marriage to Zhen Ai. How does this reshape your entanglements? On a 6-, they command you to accept the marriage and formally announce it.


GM PRINCIPLES, AGENDAS, AND MOVES
I ran this rough draft of Hearts of Wulin without a formal set of GM practices. Instead I relied on my sense of the genre and conventions. Now I need draft guidance for what that actually means. Looking back at sessions, I’ve spotted opportunities, moments where I could have deepened the setting without too much intrusion. Based on that I’ve assembled a preliminary set of GM elements—complementing more universal PbtA admonitions.

GM Principles/Agendas
  • Establish the Wulin World
  • Emphasize the Split between Wulin and Normal World
  • Everyone Knows Each Other, Except When They Don’t
  • Entanglements Change
  • Remind Them of Duty and Family
  • Everyone Speaks Obliquely About Feelings
  • Things Always Happen Without Warning
  • Show the Parallel World of Imperial Authority
  • Set and Maintain Your Level of the “Fantastic”
GM Moves
  • Apply Long Suffering Wounds
  • An Ally’s Accidental Betrayal
  • Force a Struggle
  • Mark a Condition
  • Face the Past
  • Engage a Rival
  • Have a Challenger Appear
  • Draw Them Together
  • Hint at Corruption
  • Invoke Loyalty to Teachers & Mentors
  • Threaten Family
  • Suggest Future Devastation
  • Bring Loyalties into Conflict
  • Reveal History’s Hidden Truth
  • Catch them in Revenge by Association
  • Peel Back a Disguise
  • Level Accusations
  • Send a Mysterious Invitation
  • Change Someone’s Scale

SUPERNATURAL STORIES
As it stand right now, Hearts of Wulin could include supernatural elements. There’s no reason to keep that out of the fiction. But the mechanics don’t incentivize or enhance that. I want to develop an optional material to help simulate movies like Bride with White Hair, Green Snake, and Zu Warriors. There’s a fine line between the heightened abilities of martial arts in these movies and actual supernatural forces.

I can think of three parts to support that: a) new roles for the playbooks; b) new standard moves; and c) material covering supernatural forces in the setting (ghosts, wizards, gods).

I would be cool (and symmetrical) to have a new role for each playbook. Off the top of my head, I’ve considered: Exorcist, Alchemist, Monster Hunter, Taoist Magician, Cursed, and In Human Guise. This last one would represent supernatural forces who have taken another form to interact with humanity: Susu from The Sorcerer and The White Snake, Monkey from Journey to the West, or Xiaowei from Painted Skin. We’d handle that as an open secret at the table.

I imagine the Exorcist/Monster Hunter would have the ability to resist the influence of and interact with their respective sphere of influence. For each they’d also begin with an entanglement related to their work: a ghost who loves them, a monster they protect, a creature seeking revenge but tied to someone they care for. The Taoist Magicians often deals with ghosts, so maybe it doesn’t need its own role move. I’d also like to steer away directly from things with real world analogues. I’m not sure about the Alchemist and what they could do. Both Qin the Warring Era and Legends of Wulin have systems for this, but I don’t want anything elaborate. Maybe more an herbalist.

I have an idea for The Cursed, but it’s rough: You have an additional condition called Friends & Family. Any time you mark a condition, you may mark this instead. If you do so, a future scene will showcase a terrible event or encounter having happened to a close NPC. They might be injured, haunted, or even simply angry at you for an unclear reason. You have to deal with their problems to clear this condition.

I wonder if additional Basic moves would be needed. There’s a trope in many of these movies that supernatural elements terrify the hardiest unless they have preparation. I might not need anything except Overcome and a consideration of Scale. As for going detailingr the supernatural—probably worth assembling some general discussions of those tropes and maybe laying out some fronts.

REVISING BASIC MOVES
As you saw in my Basic Moves post a few need significant re-tuning. I don’t think require complete retooled, but we will see. With more play we might discover which moves get used and which get forgotten. In a couple cases how I ran at the table varied from their text. I need to reconcile that. For example, I originally intended that the Comfort & Support move wouldn’t clear Conditions in a conflict situation, only outside of that.

At the table I let the players do clear those in a fight because it felt right. Not permitting that would have shut down interesting choices and limited things. In a PbtA game aiming for tragic pressure on the players that might be right. But for one that embraces empowering action it wasn’t. So I need to stress test other moves to see if we’ve got other frayed edges.

REVISING THE PLAYBOOK MOVES
Changing Comfort & Support in turn meant I had to change at least one playbook move. In general I’m happy with the starting playbook choices. They reflect the kinds of characters I expect from this setting. Some of the moves seem a little derivative and I need make them feel like they’re part of the wulin world. I like eight moves each; I wouldn’t want to do too many more. They’d have to be pretty cool to add them.

On a related note the playbooks right now say that players can create custom moves for their style as an advancement. I need to provide examples of those and guidelines for building them. I don’t necessarily want to go down the rabbit hole of pre-built styles but I need to figure out what those could look like.

GENRE SUPPORT
If I want to write this up as a formal (and publishable) project, I need develop materials which can help someone get into and run this genre. The GM Moves will establish some of that. Tweaks to Basic and Playbook moves to deepen flavor will help as well. A list of suggested viewing and reading’s a must. To supplement that I want to go through some of the classic movies and books examine them in the context of the game. Jianghu Hustle does a great job of analyzing films to draw out their wulin and gameable elements. I’d like to do something similar, but talking about what moves occur at particular moments in these movies. I’d also like to walk through some of the best wuxia TV series to show what a great resource they can be.

OTHER CONCEPTS
I had additional concepts I didn’t develop for this first draft. I don’t know if they’ll be worth pursuing. For example I thought players transitioning might transition between the five archetypal playbooks as their characters grew. Moving from X to Y playbook would open up a special move tied to that shift. For example a character changing from Loyal to Outside might have the “Disillusioned” move; from Aware to Student might gain “Broken Path;” from Student to Bravo could have “Worldly.” I don’t know if it’s a worthwhile goal to come up with twenty of those or not.

AWARENESS
I love these movies and stories but I’m also an old, white dude. If I tune this publication I want to have Chinese and other Asian readers look it over. It’d be great to have someone familiar with Chinese wuxia series especially give their input. These are flashy, melodramatic stories—often soap operatic-- but I don’t want to end up with a parody or something that just revels in exoticism. I also need to get someone familiar with Korean swords & history dramas. How do they differ and what kinds of tools might we need to better serve those?

ORIGINS
I always take one of my own games to Origins Games on Demand, though they’re often not picked by players. Last year I did all Tales of the Loop and The Veil; I never got to run Magic Inc. I’ll try again with HoW. With some tuning it could work as a one-shot: two entanglements, list picks for names, pre-set factions, simple playbooks. I might create NPC cards with pictures from my Pinterest board to help evoke the setting. If I’m going to do that I’ll probably run a couple of two shot sessions for the Gauntlet Hangouts in May. A split online two shot’s probably the equivalent of a f2f four hour game.

I still have a bunch of work to do, but that’s the basics. Thoughts?

Tuesday, February 20, 2018

Hearts of Wulin: Playbooks


I posted the basic moves for Hearts of Wulin last week. So far we have five playbooks Aware, Bravo, Loyal, Outsider, and Student. Each has three “base” moves players choose from to refine their role. You can see some moves are original and some hybridized. These are my first attempts; I think they work well, but I also need to go back and look at them for how they fit with the Basic Moves and the genre. I'm also unreasonably proud of naming all the moves after wuxia films & series. 

With this, my last post, and experience with PbtA, you can probably run Hearts of Wulin. As with the other move, where it says “roll,” players select which Chi to roll with. You can see an example Google character Spreadsheet for HoW here. There are some small changes to the Move texts between these posts and the sheet, but they’re basically the same. On Thursday, I’ll post some thinking about GM Moves & Principles, next steps, repurposing these rules, and a distinct module for more supernatural wuxia stories (Bride with White Hair, Green Snake, Chinese Ghost Story). If you dig this, have questions, or run this preliminary version yourself, give me a heads up.


AWARE
PICK ONE ROLE:
MASTER
You're a paragon of calm and thoughtfulness. You understand when it is time to fight and when it is not. When you attempt to stop a conflict as it breaks out, roll. On a 10+ you cool tempers. If anyone decides to instigate the fight, they must mark a condition. This lasts until the circumstances change. On a 7-9, you have a moment to negotiate. You must offer the attacking side something they want or they will press their assault. On a 6-+, you’re caught up in the fight and suffer damage or blame.

SCHOLAR
You're a gifted scholar, well read and well informed. When you perform a Study action based on history, research, or informants, you always gain +1 Hold. You gain +1 Forward acting on the information.

TRAVELING SIFU
You have travelled across the land and met many people. You know telltale signs and markings that reveal members of a faction. At a glance you can pick out an unhidden person’s group or organization. When you attempt to penetrate a disguise roll. On a 10+ you can identify them and ask a question. On a 7-9 you can identify them but they notice your attention. On a 6+ you misidentify them or walk into a trap.

THEN PICK TWO MOVES:
FIVE DEADLY VENOMS
You can immediately spot and identify any kind of poison or potion before it's consumed in your presence. If someone has been struck by poison, you may roll Overcome with a +1 to treat and heal them.

HIDDEN DRAGON
You can build strange devices. Say what you wish to create and the GM will tell you what you need (time, materials, assistance). If you have those, roll. On a 10+ you build it. On a 7-9 the GM will tell you how its effect will be uncertain or fragile. On a miss, choose whether you injure yourself in the failure or the creation backfires spectacularly when used.
 
CLANS OF INTRIGUE
Choose a faction, you take +1 Forward on any social interactions with a member of that faction. You're regarded as an honored guest by them until proven otherwise.

STORM RIDER
Once per scene you may move to anywhere within line of sight. This can be accomplished regardless of height or distance provided no completely blocking barriers exist. While all PCs possess “lightfoot” movement, this motion demonstrates mastery and may shock your opponents.

A TOUCH OF ZEN
While you have a condition marked on your Style Element, you may substitute another Chi in for Martial actions.

FINAL MASTER
When you craft a plan with someone roll. On a 10+, hold 3. On a 7-9, hold 2. You can spend your hold 1-for-1, regardless of distance, while the plan is being carried out to:
  • Add +1 Forward
  • Clear a Chi condition
  • Reveal you have something necessary for the mission 
On a miss, hold 1, but your plan falls apart at the worst possible moment. On a fail, your plan’s revealed, leading to betrayal or ambush.

THE PROMISE
If you attempt to keep someone from dying in your presence, roll. On a 10+ you keep them from passing, though that may put them into a suspended state. On a 7-9, you can do so, but there is a significant cost. On a fail someone will somehow blame you for the death.

ASHES OF TIME
Take a +1 when you deal with Inner Conflict.

BRAVO
PICK ONE ROLE:
FAVORED ELDEST
You're the blessed one, the person expected to take control of your family one day. One parent may spoil you, defending you even if the other becomes irritated at your behavior. You always have coin and everywhere you go, merchants and innkeepers set the finest table for you and your entourage. You can defer payment; they know your family's good for it.

THIEF
You keep a charming smile and live well, but behind the scenes you pursue a life of crime. You're not a common criminal, of course. You simply work to have the finer things in life you deserve. And you only steal from those who deserve it. You may even be a "Robin Hood" character, striking at fat cats and corrupt officials to aid the poor. Come up with a legendary name for your criminal identity. You also have a foil: a magistrate or investigating official who pursues you but manages to always pass you information via their bumbling.

GALAVANT
You travel from place to place, enjoying yourself, gambling, and leaving a trail of broken hearts behind. You probably enjoy a bad reputation among the respectable classes, but that only adds to your aura. You may not be wealthy, but you know how to stay ahead of problems. When you would suffer social, legal or financial consequences, name someone and roll. On a hit, they suffer instead. On a 7-9, they know it was you. On a fail, your scapegoating falls apart and your erstwhile victim finds out what you tried to do.

THEN PICK TWO MOVES:
THIEF OF THIEVES
When you case out a location, roll. On a 10+, ask three questions from below. On a 7-9, ask two. Take +1 Forward acting on the answers.
  • What’s my best path in/out?
  • What happened here recently?
  • What here is worth stealing?
  • Who or what here is not what they seem?
  • How can I embarrass them?
On a miss, you find yourself in over your head. The GM will tell you how you're in a bad spot.

GOLDEN KNIGHT
Your clothing, belongings and quarters are all lavish and expensive. Gain one of the following NPCs as a retainer: Servant, Assistant, Bodyguard, Consort, or Teacher. Name the NPC and give them a 2-4 word description.

HEADS FOR SALE
When you go to your circle of contacts to get something you want roll. On a hit, you get what you want. On a 10+ they provide more than you asked for in volume or quality. On a 7-9 there's a cost or complication. Choose one: it takes time, it depletes your ready cash, it attracts unwanted attention, your contact needs other assistance—burn a bond. On a fail they don’t have it and someone finds out about your hunt.

LAUGHING IN THE WIND
When you express yourself through a performance of song, poetry, or other art, roll. On a 10+, choose 3. On a 7-9, choose 2.
  • People understand your message.
  • One person present must meet you; tell the GM who.
  • You inflict or clear a condition of your choice in someone present.
  • This experience begins to change popular opinion. Tell the GM what it is you hope for. (2 choices)
LEGEND OF THE FOX
When you Study in a formal, official, or high society setting you always have +1 Hold for choices. You gain +1 Forward acting on the answers. As well without rolling you may always pick out who is the most influential or wealthy person in the room at a glance.

IT TAKES A THIEF
You can slip from any restraint or pass through any door or window as if it were open. This slippery nature  extends to attack and defense—you move elegantly to avoid attacks so as to not wrinkle your dress or spill your plum wine.

TRACING SHADOW
When you spend time with someone to learn their web of connections, roll. On a hit, you discover their three closest confidantes and a short descriptor of that relationship. Alternately, you may learn one confidante and one debt the target has not revealed to others. On a 7-9 your target’s aware of your workings. On a miss someone you didn’t want to know becomes aware of your meddling.

COME DRINK WITH ME
So long as you continue to interact with someone, you keep their attention and distract them from other business. You may even draw them away to another locale. If they want to leave you, the target must mark a condition. This ability doesn’t work after an open conflict has erupted.

LOYAL
PICK ONE ROLE:
DEVOTED CHILD
You're loyal to your family or clan, and they in turn support you. You have no worries about resources. Once per session you may call in a favor from your family: a letter of introduction, pulling strings to get you and your companions into an exclusive party, or perhaps support for a wild plan. They may ask favors or have other expectations for you.

OFFICIAL
You might be a magistrate, judge, or simply a civil servant. This gives you a measure of authority. You have connections who can give you information or help you out when you need it. Choose a type of contact- street beggars, court hangers on, members of a particular faction. You can always make contact with someone of that type who can give you basic information or help you in some minor way, so long as it doesn't cost them anything or put them in danger. If you want more hard-to-find information or a dangerous favor, you will have to agree to a cost your connection stipulates.

SWORDSMAN
All in the wulin world have learned combat, but only a few have truly devoted themselves to it as deeply as you. Your service to your family and clan comes in being the best knight you can be. You have an additional Wounded condition. When you mark your first Wounded, you're bloodied and cut, but you can still fight. You're only taken out after checking your second Wounded.

THEN PICK TWO MOVES:
HEAVEN SWORD AND DRAGON SABRE
You possess a legendary blade which can be recognized wherever you go. You gain +1 when you Deal with Mooks or attempt to Impress someone from the martial world.

PALADINS IN TROUBLED TIMES
When you seek advice from one of your seniors, roll. On a hit they will tell you what to do. On a 10+, mark XP if you follow their advice and take +1 ongoing to follow through. On a 7-9, you get +1 forward to see it through if you do it their way. On a miss, they’re secretly connected to the troubles you’re asking about.

STRIFE FOR MASTERY
When you give NPCS an order based on your authority, roll. On a hit, they choose one from below. On a 10+, take +1 forward against them.
  • Follow your order
  • Clear your path
  • Clumsily attack you
  • Freeze with uncertainty
On a miss someone of your scale will challenge you for your abuse of authority. This may happen now or in the future.

TRAIL OF THE EVERLASTING HERO
When you hunt someone, roll. On a hit, you know exactly where to find them and can track them until you do. On a 10+, they're not alerted and you take +1 Forward against them. On a miss, someone unpleasant finds you first.

TWO WONDROUS TIGERS
When you Support an ally, give them +2 to their roll instead of +1.

LEGEND OF THE MOUNTAIN
When you defend someone or something from an immediate threat, roll. On a hit, you keep them safe and choose one.
  • Take control of something
  • Change the location of the conflict
  • Gain a bond with the person protected
On a 7-9, you also expose yourself to danger or escalate the situation. On a fail, tragedy occurs.

FLYING DAGGERS
You may burn a bond with someone to appear in their presence. Others may burn a bond with you to have you appear as well.

RAGE OF THE TIGER
When someone breaks a promise to you or lies to you and you find out, you gain a Bond with them. If you burn this bond in an action against them, you may add +2 Forward. Additionally, you can spend it to have one of their plans or activities go awry. Say what happens.

OUTSIDER
PICK ONE ROLE:
REBEL
You rebel against something: a corrupt official, your original faction, the Empire itself. When you call up your fellow rebels to aid you, roll. On a hit you can secretly summon a small group to assist you. On a 7-9 choose one: it takes a long time, you cannot do this again until you're performed a quest for your faction, the group's small in number, you attract unwanted attention. On a fail, they’re in trouble right and your efforts deepen that.

WANDERER
You travel from place to place in search of something: purpose, faith, love. When you return to a community you’ve visited, roll. On a hit, the locals remember you favorably. On a 10 or greater, they owe you a debt of gratitude. On a fail you left a mess behind when you departed.

TRICKSTER
You're a trickster, happy go lucky and smart. You know how to use the rules of the wulin and outside world to your advantage. You always have leverage when you go to use the Hearts & Minds move, even against those who might not otherwise be susceptible to your words.

THEN PICK TWO MOVES:
A DEADLY SECRET
When villains appear you always know who they are. The GM will name them and you may declare (or ask for) one detail about them. You're never taken by surprise.

THE IMPOSTER
You can assume a perfect disguise. If you're impersonating someone specific you must have seen them and have their garb. When you might be challenged, roll. On a hit, your disguise fools them. On a 7-9 they have a delayed suspicion. On a miss, your disguise falls apart on inspection.

ROYAL TRAMP
You may attempt to escape a situation, even when surprised. When you try to escape, roll. On a hit, you get away. On a 7-9, choose a complication:
  • You must mark a condition
  • You end up in another dangerous situation
  • You leave evidence behind
  • You owe someone; burn a bond.
On a fail you walk right into their hands.

HOUSE OF TRAPS
When you reveal a trap you've left for someone, roll. On a hit, your opponent trips into it, and you get an opening or opportunity. On a 10+, you take +2 forward against them. On a miss, the trap inadvertently leads to a dangerous escalation.

ALL MEN ARE BROTHERS
You may choose to appear as another faction to those who do not know the truth.

HAVE SWORD, WILL TRAVEL
Once per session, you may announce your presence in the perfect place to "help" someone, regardless of distance or logic.

REIGN OF ASSASSINS
So long as there are shadows and cover, you may attempt to become invisible and undetectable for a scene. When you conceal yourself, roll. On a hit, no one can detect you until you decide they can. You can break this by choice or attacking. On a 7-9 you remain hidden but leave some trace of yourself behind or alert someone in the scene before you reveal yourself. On a miss, your attempt fails and leaves you vulnerable.

HEROES SHED NO TEARS
When you reject someone's declaration of love or friendship because of the gap between you, clear a condition and take a bond with them.

STUDENT
PICK ONE ROLE:
WANDERING MONK
You belong to a temple, but have decided (or been told to) explore the temporal world. When wearing your temple robes, locals will treat you with respect and even bandits may think twice before attacking you. You may ask for hospitality while travelling. You must decide a vow which could cause you problems during your journeys.

YOUNGER SIBLING
You understand devotion and dedication even in the face of suffering. When you burn a bond with a person for a bonus, you gain +2 instead of +1.

HOPEFUL APPRENTICE
You have to prove yourself and your natural talent. When you battle someone above your Scale, you do not lose immediately. You may choose to mark a condition to keep your clearly superior foe busy. This gives others breathing room to act, protect people, or get something they came for. If you do this to cover the group's escape, then everyone gets away, including yourself.

THEN PICK TWO MOVES:
SACRIFICE
When you mark the Wounded condition, all of your allies gain +1 Forward.

THE PROUD YOUTH
When you seek the guidance of one of your elders, tell them a problem you face, and ask them a question about the problem. They will answer it honestly, and tell you what to do. Take +1 ongoing if you listen. If you go your own way, mark XP.

FACE TO FATE
At start of session, roll 2d6. On a 6-, mark XP and the GM gains a “karmic” soft move for later use. On a 7+, note the die roll. At any time during the session, you may swap this in for a roll by you or an ally. The swapped out roll goes away. If the roll has not been swapped by the end of the session, it goes away.

RAGE AND PASSION
When you intervene as someone offends, horrifies, or upsets another, roll. On a hit you may change what was said said into the kindest compliment. On a miss, you make matters worse. If the effect came from a failed move, on a 10+ you eliminate any fallout. On a 7-9 you reduce the GM Hard Move to a Soft Move.

BLADE HEART
When you attempt to change the loyalty or purpose of a worthy henchperson or lieutenant, roll. On a 10+ they hear your wisdom and passion. Depending on the situation they may come with you, go to face their master, or flee. On a 7-9, your words make them hesitate. Choose if this plants doubt in their mind or if they take a deliberate or inadvertent action to assist you right now. On a fail, they push your efforts back against you. Mark a condition.

STATE OF DIVINITY
You may use Comfort or Support to clear a Wounded condition.

SMILING, PROUD WANDERER
You're just here to see the world. Once per scene, you may ask one question from Study without rolling.

SAVIOR OF THE SOUL
You're inexperienced, but somehow you alone are the voice of reason. When you offer advice to another PC and they ignore it, you take +1 Ongoing during any attempt to bail them out of their troubles.

If you dig this, have questions, or run this preliminary version yourself, give me a heads up.

Thursday, February 1, 2018

Hearts of Wulin: Entanglements

I've been working on the complicated and fraught relationships for Hearts of Wulin PbtA. I want these to be the bread & butter of the melodrama. Each entanglement represents a complicated connection with a person, group, or institution. They're all triangles, with a third party creating problems. I hope to work these like Flags in other games, with players being able to highlight them. 

Characters will begin with three entanglements, one of which must be romantic. I've created examples, but I hope players will make up their own or remix these. 

ROMANTIC
Note that love here can be strong & passionate or a passing infatuation.
  • I cannot choose between [object of affection] and [other object of affection].
  • I disguised myself to get close to [object of affection], but [their romantic partner] suspects and hates me.
  • I disguised myself to get close to [object of affection], but [their romantic partner] is falling for me.
  • I fled from [object of affection] because of the heartache, but their [romantic partner] has called me back with a debt I owe them.
  • I know [a person] loves me, but my actual [object of affection] loves them.
  • I lost to [a rival] in order to maintain or increase the affection of [someone close to them].
  • I love [a childhood friend/someone I overlooked] but I waited too long and now they love [a person].
  • I love [object of affection], but my [clan/faction/order] has forbidden it.
  • I love [object of affection], but my [parent/teacher/sibling] is their sworn enemy.
  • I love [object of affection], but our two [clans/factions/orders] are at war.
  • I love [object of affection], but their [parent/teacher/sibling] is a villain.
  • I love [object of affection], but their [parent/teacher/sibling] is a sworn enemy.
  • I love [object of affection], but their [person of Authority (mentor, senior sibling, parent)] hates me.
  • I love [object of affection], but they are engaged to [someone I respect/care for/owe a debt to/hate].
  • I love [object of affection], but they are wed to [someone I respect/care for/owe a debt to/hate].
  • I pursue [object of affection] despite knowing that [my friend/peer/sibling] pines for them.
  • I rejected [a person], but my [object of affection] loves them.
  • I still pursue [someone who rejected me] despite the interference of [someone with an unrequited love for them/s someone with an unrequited love for me].
  • My [friend/rival/sibling] and I both vie for the attention of [object of affection] despite their indifference to both of us.
  • There is an unrequited love between my [object of affection] and I because of the wishes of or duty to [a person].

GENERAL
  • A [rival or sibling] disparages me, and [Person of Authority (mentor, senior sibling, parent)] won’t condemn them for some reason.
  • A [rival/person in authority] knows about some shady business I did to a [friend/peer/mentor/lover] or their family.
  • A [rival] has sworn to kill me, but I have promised [a lover/their sibling/a friend/a parent] that I will not harm them.
  • I brought my [friend/lover/peer]’s [sibling/parent] to justice.
  • I have been ordered [by my clan/person of authority] to undercut [someone I love/respect].
  • I have been passed over by my [school/clan/teacher/family] in favor of [my rival].
  • I have been promised to [a person] and their [romantic interest] wants to get rid of me.
  • I have been promised to [an awful person] but they have a [sibling/friend] who is much more interesting.
  • I have discovered that my [friend/lover/sibling] has been hiding their true power from me but has told [another friend/sibling].
  • I have discovered that my [friend/sibling] has been consorting with an [enemy/enemy clan].
  • I have hidden my true identity from [friend/peer/teacher] because of my duty to [clan/their enemy].
  • I have learned that my [friend/lover]’s [family/clan/teacher] has lied, betrayed, or fooled them, but they will never believe me.
  • I have promised my [teacher/sibling/clan/parent] that I will destroy my [friend/lover].
  • I helped hide away [a person] who is a threat to or wanted by [a friend/mentor/lover].
  • I helped hide away [a person] who is a threat to or wanted by [your clan].
  • I learned that my [friend/lover/sibling] has been learning techniques from an [enemy/enemy clan].
  • I made a promise to [someone I respect/love] to aid [a rival/troublemaker/fool].
  • I owe loyalty to my [elder sibling/parent/sensei] despite how they treat my [friend/lover/sibling].
  • I rejected [a person] and now they have sworn vengeance against me and especially [my friend/lover].
  • I suspect [a person] of evil, but [someone I respect/love] believes in them.
  • I swore to [someone I respect/love] to protect [a person] who would be deeply offended if they knew. 
  • I was involved in a crime against [a friend/mentor/lover/sibling]’s [friend/relative/lover].
  • I’m the heir to your [school/clan/teacher] but [a person] I’ve known a long time resents it.
  • My [boss/parent/mentor] treats me badly but I give them loyalty despite my [friend/lover/siblings] disapproval.
  • My [clan] suspects [someone I love/respect] is working against them.
  • My [friend/lover/peer] is an agent for my [enemy/enemy clan] but I do not know it.
  • My [friend/peer/mentor] has rejected my [sibling]’s love.
  • My [friend/sibling] has been exiled from my [clan/school/family] but no one will tell me why.
  • My [mentor, senior sibling, parent] disapproves of me, and [sibling, lover, friend, peer, parent] agrees with them.
  • My [mentor, senior sibling, parent] disapproves of me, but [sibling, lover, friend, peer, parent] won’t stand up to them.
  • My [peer/friend/rival] and I defeated [a person/agent of a clan] but only I gained credit and now they resent it.
  • My [sibling] and I were separated at birth and an [enemy] raised them to destroy my clan.
  • My [sibling] loves [a rival/enemy].
ANY CLASSICS I'VE MISSED?

Wednesday, January 31, 2018

Hearts of Wulin: Conventions & Assumptions

I'm finishing up the rules for my Hearts of Wulin PbtA hack, in prep for Sunday's session. I'll post more about it after we've played a session. I'm hoping our game will be able to emultate the melodrama of these novels, TV shows, and movies. I wrote up some of the conventions for the players:

We’re a week away from the first Sunday morning session of Hearts of Wulin. My inspiration comes from Chinese wuxia TV dramas; Crouching Tiger, Hidden Dragon; Painted Skin; some Shaw Brothers films, and more. You don’t have to know those, just melodrama. I’m still tweaking things and I’ll send a link to Google folder materials later in the week. Here I want to talk about conventions of this setting and game.

  1. This is set in a “fantastic” version of ancient China. Characters can do fantastic things but there’s no sorcery or the like per se. The world of the martial clans operates outside the normal realm. They have their own power structures and rules. While they live under an Emperor, that relationship can be fraught. Our stories will deal with relationships and struggles within the Wulin world.
  2. This is melodrama. Reactions and responses are heightened, nothing is simple, there’s always something at stake.
  3. Characters often talk obliquely about things: emotions, desires, drives.
  4. Characters have duties: to a clan, a school, a mentor, a sibling, a parent and these come into conflict with their desires and friendships.
  5. Fighting can be a conversation, telling and revealing things through that struggle.
  6. Everyone has a scale*. If someone is better than you, you can never beat them. UNLESS the circumstances change: you cheat, you’ve gone away to study and learn how to fight them, you’ve set up something in the environment, you’ve acquired a special weapon or technique, you’re fighting alongside a friend that you have a close bond with. If that happens, the results come into question.
  7. People believe things: if it’s written down it must be true. If someone says something people accept it until they have clear and specific evidence presented to counteract that. Yes, I know he’s a noble hero with a good reputation, but this person said that he slaughtered this village—OK, checks out. People who ought to know better will fall for this.
  8. Everyone has a set of Entanglements, relationships which cause them problems or strains. Each entanglement is a triangle connecting you, the subject of the entanglement, and a third party.
  9. You’re awesome and you’ll get the chance to describe your awesomeness.
  10. Anything can happen at any time. Suddenly Ninjas!
  11. Travel just happens. We don’t worry about distance and time unless a) there’s some clock you’re racing against or b) you have an encounter on the road. But usually if you say you’re going somewhere, regardless of distance, we just cut to there.
  12. If someone’s wearing a disguise, it is perfect up until the point it isn’t.
  13. You gain experience in the following ways: you lose to an opponent, you allow yourself to be fooled by a villain, you make your entanglements more messy, or you accept pressure from a fellow PC. There are a few other ways, but those are the big ones. Sometimes as a reward we’ll cut away to the villains talking about their plans and plots.

In session one we will create a set of clans: righteous, unrighteous, and ambiguous. I’ll have a list of possible names and we’ll assign keywords to them. Imagine them like Corporations from the Sprawl, larger groups and institutions you’re connected to or interacting with.

We’ll then build characters from there, establish entanglements, and get rolling.

One point to be clear on: this is a fictional version of China, with all the historical and cultural accuracy of a soap opera. We will work to be respectful of the cultures involved within the context of this heightened, exotic, and fantastical space.

*Thanks to the Jianghu Hustle podcast for giving me the terminology to describe this.