Wushu is a roleplaying game where groups of friends sit safely on their asses and tell Wushu is free online, but you can also get a PDF version from RPGnow . I keep telling people that Wushu Open is a primer to help people write their own the reason that Wushu is a fundamental break from the traditional way RPGs. Wushu: Black Belt Edition - The Ancient Art of Action DriveThruRPG: Your One- Stop Shop for the Best in RPG PDF Files! Wushu is also available free online, but this PDF version is a great way to support the author.

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Wushu Rpg Pdf

Wushu Open is the freebie parts of the Wushu RPG, written by Daniel Bayn. You' re allowed to use it in your own homebrews as per a kind of. Wushu Open Rpg - Reloaded - Download as PDF File .pdf), Text File .txt) or read online. wushu. EXALTED setting but powered by Daniel. Bayn's exceptional independent action rpg. WUSHU. To get any kind of real use out of this document, you should have.

One of the important features of the system is called The Principle of Narrative Truth. What a player says happens, happens. If a player, or GM, says something happens that is out of sync in some way with the game - not thematically appropriate, logically impossible - then another player can veto this action, but otherwise the dice rolls do not tell you if you succeed, but how much further your actions advance the scene. I find this kind of game refreshing. When playing pen and paper rpg's I want to do things with these games that I can't do in a video game. This is because I believe video games do certain things very well, and that pen and paper games that try to emulate the video game experience or those that have been replaced by the video game are simply slow and dull competitors. The use of imagination to resolve conflict, or do anything, is something that a video game cannot capture, and so the more that this is done in a pen and paper game, the more I like that game. The only things that didn't go well with the session were my own fault: I didn't plan out "Nemesis" fights well enough. Fighting in this system is divided between Nemesis fights and fights with "mooks".

Wushu Open

Thus, what does not. The group is the only means by which this Wushu offers an opposing force to keep the creative is possible, so if your group is unable to reach a energy in check and on track, to facilitate a positive game consensus, a game will be fraught with difficulty.

All they have are the same powers of Veto with the one before or the one after.

Each round is broken up into two phases which Lastly, Wushu does not bring the cool all by itself - are completed by everyone at the same time. First, the it relies on the players to do that.

There are no group Describes the scene; this is the important part mechanics which will help you build up an exciting string because their narration determines what actually of actions to work into your descriptions, no lists of happens in the game world.

Then, they Resolve their powers or maneuvers to spur your creativity, although dice rolls to see how this round progressed the scene you can steal those from other sources at will. If you want towards an end. Wushu works with a dice pool mechanic using ordinary six-sided dice based on the nuances of your narrative.

Core Mechanics As long as you do something, you earn a die. For each additional Detail you layer on top of this, you earn an Now to the meat of how this all works.

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The additional die. Whether your narrative is one long mechanics of Wushu are all about regulating conflict. All that matters is that the outcome of Here are a few examples of different types of something is important enough for us to focus on. Wushu breaks conflicts up into a number of rounds, which could represent any length of time in the Social description in a Fantasy game: game reality, depending on the nature of the conflict.

A The character looks around the hall 1 , and round in a firefight may be a few seconds. A round in an spotting several obvious guardsmen, heads towards election campaign may comprise months of canvassing, them with a firm step 2 and the confident, level gaze of pressing of flesh and making speeches. A round in a trial one who has likewise seen action 3. He smiles in a might be weeks of research and info-gathering friendly fashion 4 , and finding a point in the bragging interspersed with hours of cross-examination and trial session to jump in, starts palling around with his own war Mystical description in a Pulp game: stories 5 , gently trying to tease information out of the The character holds out an antique pocket watch other guards about recent events 6.

A faint smile they can Veto it, and it has to be reworked.

Should I come To control the pacing and tone of a scene, GMs back some other day? Three or four dice per round tends to result in shorter, tighter-framed descriptions, suitable Mental description in a Western game: for less important or warmup scenes. When things get The character takes the old map gingerly in his more dramatic, such as the climax of a session, hands, 1 and carefully sprinkles a mixture of chemicals ratcheting the scene cap up to six or eight dice is across the surface to bring out any hidden marks and appropriate.

His eyes widen as he sees the faint One way to encourage a frenetic back-and-forth traceries appear across the old map legend 3. Carefully between players is to have a high cap on a scene, but noting down the latitude and longitude marks 4 , he nods only let players narrate a Detail or two before moving on to himself. I should have seen it to the next player. Some Resolution should work fine more often than not. The Description phase will have told you how many dice you have in your pool.

Normally, you have to roll the dice you earn during a conflict right away. However, you can also earn dice Yin and Yang which are held over - Held Dice - to be used for a specific Now to the complication in the mechanics, the task later on. It is in this way that Wushu can reward splitting of your dice pool. Characters are simultaneously preparation. Each Detail describing a preparation activity doing two things - exerting themselves to bring the scene adds to either an individual or communal pool of Held to a resolution, but also protecting their narrative power Dice to be used later on.

A scene with a round of to stay in the scene. Keep your narrative power phase of a round tells you how effective your action was protected and you run the risk of doing nothing to bring in bringing the scene that bit closer to resolution.

This helps keep gameplay fast and fluid. When the power from whatever threats there are in the scene. It action is more segmented, often because players are might help to use two different coloured dice to dealing with different threats or in different locations, distinguish them. It can often be a rich source of Detail- more in a bit , which are rated from 1—5. Every die that rolls above better next time. If there are any Yang successes usually between scenes.

For more lethal or gritty games, directed at you that are left un-canceled by your Yin or those where you want to put the players on the successes, your plot immunity takes a hit.

It is the source of your negative Chi. Instead of losing a point of Chi, they take a narrative power as a player. As long as a character has Setback. A Setback is some kind of hindrance affecting Chi, the player has the ability to affect the scene. Run out the characters ability to perform in that particular scene. The mechanical effect of a Setback is this: it Most characters have 3 points of Chi, and a point reduces your personal dice cap for the scene.

Wushu | The Ancient Art of Action Roleplaying

This does extend the duration of conflicts, because scene. As long as you still have Chi, you can choose to Nemeses get to use Setbacks just the same as players, withdraw from a conflict rather than narrate a description.

Setbacks can be recovered from in two ways. You not any sophisticated search techniques. The exact setback using this method, however, you will need to value depends on how many players you have, your dice decide before you roll how many dice from your pool you pool limit, and how long you want the scene to last.

Figure out how many Yang successes your players are likely to generate per round roughly the dice cap minus Types of Conflict 2 and multiply by the number of rounds you want to see. There are three types of conflict in Wushu - Mook, For the more mathematically-inclined, the exact Nemesis and Scab roll, though the last is really an formula for setting the TR is: exception to the norm.

That becomes the target number for your Yin and Yang rolls. Each Yang success the players generate reduces the TR of a Mook conflict by 1. When it reaches zero, the player who knocks it out gets to describe a Coup de Mook conflicts Grace to resolve the nature of the threat. Ambient threats in a scene, which are there to Since Mook conflicts are an ambient threat and showcase the players looking good, are called Mooks.

To represent the totality of their threat, every never roll any dice. More dangerous nameless goons who are no match for the players.

Wushu Open Rpg - Reloaded

Description process. Theres no hard and fast rule on this, indeed each round may not necessarily be the same length as the one before or the one after. Each round is broken up into two phases which are completed by everyone at the same time. First, the group Describes the scene; this is the important part because their narration determines what actually happens in the game world. Then, they Resolve their dice rolls to see how this round progressed the scene towards an end.

Mental description in a Western game: The character takes the old map gingerly in his hands, 1 and carefully sprinkles a mixture of chemicals across the surface to bring out any hidden marks and faded writing 2. His eyes widen as he sees the faint traceries appear across the old map legend 3. Carefully noting down the latitude and longitude marks 4 , he nods to himself. Yes, of course!

Wushu Open Rpg - Reloaded

I should have seen it before! Physical description in a Swashbuckling game: The character traces her fingertips over the hilt of her family blade, 1 before her fingers encircle the handle firmly and with ease born of years of use 2.

With a quick metallic hiss she draws the blade, 3 the bright sun glimmering off its perfect edge 4. A faint smile creeps over the characters face as a drop of sweat rolls down the pompous barons brow, and the baron swallows nervously 5.

You seem hesitant, Baron. Should I come back some other day? Perhaps when youve learned by which end to hold your blade? Using the Trait: Leader of Men. To control the pacing and tone of a scene, GMs can put a pool limit or die cap on the number of dice any player can roll at once. This is normally set up at the very beginning of a conflict.

Three or four dice per round tends to result in shorter, tighter-framed descriptions, suitable for less important or warmup scenes. When things get more dramatic, such as the climax of a session, ratcheting the scene cap up to six or eight dice is appropriate. One way to encourage a frenetic back-and-forth between players is to have a high cap on a scene, but only let players narrate a Detail or two before moving on to the next player.

You dont have to describe up to the scene cap in each and every round; sometimes tacking on a few extra Details can become exhausting. Mystical description in a Pulp game: The character holds out an antique pocket watch 1 , and sways it gently in front of the victim 2. Look deeply into my eyes. Deeper, deeper, she croons in a soft lullaby monotone 3.

The victims eyes glaze over 4 , and he murmurs quietly, What is thy bidding, mistress? Remember, as per the PoNT youve already described whether or not your action succeeded, this frames it in the context of the wider scene. Typically, all players roll their dice at the same time. This helps keep gameplay fast and fluid. When the action is more segmented, often because players are dealing with different threats or in different locations, GMs may want to have each player roll right after completing their Description.

However, since Wushu Resolution Normally, you have to roll the dice you earn during a conflict right away. However, you can also earn dice which are held over - Held Dice - to be used for a specific task later on. It is in this way that Wushu can reward preparation. Each Detail describing a preparation activity adds to either an individual or communal pool of Held Dice to be used later on.

A scene with a round of planning or foreshadowing or a flashback or montage sequence are just a few means of earning Held Dice. Optional Extras: Held Dice dice.

This is a filibuster, where you go way over the cap simply because youre enjoying yourself narrating. Some groups like it, others put limits on it. Now to the complication in the mechanics, the splitting of your dice pool. Characters are simultaneously doing two things - exerting themselves to bring the scene to a resolution, but also protecting their narrative power to stay in the scene. Its here that the risk management element comes into Wushu. The more you expose your narrative power, the faster youll finish the scene and thus remove the risk, but the greater danger you are in of being removed from the scene before its done.

Keep your narrative power protected and you run the risk of doing nothing to bring the scene towards resolution, and prolong the exposure of your narrative power to gradual attrition. Yang dice are your offensive dice, used to deal with the nature of the scenes challenge.

Yin dice are your defensive dice, used to protect your narrative power from whatever threats there are in the scene.

It might help to use two different coloured dice to distinguish them. In essence, every successful Yin die cancels out someone elses successful Yang die. Yin and Yang makes it easy to run inter-cut scenes, simultaneous Resolution should work fine more often than not.

The Description phase will have told you how many dice you have in your pool. When acting against opposition, you have to split them into Yin and Yang dice before you roll. Script immunity in Wushu is called Chi. Chi can represent health, luck, prosperity, faith, resolve - its not fixed and can mean different things to different characters in different conflicts.

It is the source of your narrative power as a player. As long as a character has Chi, the player has the ability to affect the scene. Run out of Chi and your script immunity is all gone, and someone else delivers a Coupe de Grace on you to determine your fate.

Most characters have 3 points of Chi, and a point is cashed in to remove a Yang success after the dice are rolled. When youre at 0 Chi, youre teetering on the brink of losing narrative power; once you go negative, youre out. That doesnt mean your character is dead, just that you the player can no longer contribute directly to the scene. As long as you still have Chi, you can choose to withdraw from a conflict rather than narrate a description. Chi Wushu characters are defined by their Traits more in a bit , which are rated from When its time to roll them bones, pick the Trait thats most relevant to the actions you described if you dont have a relevant Trait, the default rating is 2.

Every die that rolls above that Traits rating is a failure; those that come up equal to or less are successes. If there are any Yang successes directed at you that are left un-canceled by your Yin successes, your plot immunity takes a hit. Successes If you want conflicts to last a little longer, but with the feeling of a vicious spiral to them, you can allow players to describe Setbacks rather than going into negative Chi.

Instead of losing a point of Chi, they take a Setback. A Setback is some kind of hindrance affecting the characters ability to perform in that particular scene.

When talking to a fair maiden, a Setback might be breaking out in uncontrollable sweats. The mechanical effect of a Setback is this: it reduces your personal dice cap for the scene. While everyone else may be able to narrate 4 Details, if youve taken 1 Setback, your cap is now 3.

And so it continues with each loss of Chi becoming another Setback and another reduction of your cap. If your cap hits 0, youre out. This does extend the duration of conflicts, because Nemeses get to use Setbacks just the same as players, but may be more appropriate to particular genres. Optional Extra: Setbacks Its purely optional whether or not you describe losses of Chi.

It can often be a rich source of Detailfodder to work some kind of complication into the narrative following a round where you lose Chi. In an ironic way, the misstep of losing Chi helps you to do better next time.

GMs decide when characters refresh their Chi, usually between scenes. For more lethal or gritty games, or those where you want to put the players on the defensive, Chi may refresh slower than this.

Ambient threats in a scene, which are there to showcase the players looking good, are called Mooks. They dont have Traits, they dont have Chi, and they never roll any dice. Theyre just an abstraction. In a combat scene, Mooks would be the faceless, nameless goons who are no match for the players.

Players are free to describe dealing with as many of them as they like, in any manner they choose, within genre. In a research scene, a Mook might be a snippet of information that just takes time and effort to track down, Mook conflicts There are three types of conflict in Wushu - Mook, Nemesis and Scab roll, though the last is really an exception to the norm.

In a conflict, players will likely be describing multiple actions and potentially use several of their Traits. Every success removes a point of Chi until you're exhausted.

Choosing a balance between Yin and Yang gives a clever tactical choice. Freedoms As damage relies on narrative, you can choose whatever weapons fit your character and the setting.

There is no initiative or advancement either. Your character begins with a Weakness trait that gives your character depth too. Stuck between free and a paid place Wushu Open feels unfinished. The system itself is complete but as a game, it needs expansion to get over that hump to finished. And here lies the difficulty: if the free game was complete then there would be little need to download the full price game which isn't expensive.

I would like more examples, an evocative layout, sample adventure, contents page and some images. The reviewer runs up a chair onto the table and launches a simile laden paragraph at one reader while slapping the foundations of another. As the game has a Creative Commons variant, so there is no reason that someone else couldn't take Wushu Open and make these updates.

However, you could well argue that a well put together Open redux would affect sales of the core Wushu game; as the sort of person who would do a redux, I would not like to sour Daniel's goodwill.

This issue is not unique to Wushu Open but any free RPG that is shoulder to shoulder with a paid product. Super whizzy choppy I regularly red "GMs should reward the players for imaginative play" and although experience points can serve that purpose, Wushu uses that tenet as a cornerstone.

To demonstrate the opposite, Wushu penalises players who do not engage at the table. How many games can claim to that?

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