Showing posts with label Wuxia. Show all posts
Showing posts with label Wuxia. Show all posts

Friday, August 8, 2014

Review: Jadetech - Green Jade (Jadepunk, Fate Core System)

Authors: Jacob Possin, with flash fiction by Benjamin Feehan
Cover Artist: Nicole Cardiff and Jesse Ferguson
Format: 16 page, bookmarked PDF (14.4 MB)
Site: http://www.rerollstore.com/collections/jadepunk/products/jadetech-green-jade-pdf 

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Overview

Mike - Before talking about the first Jadepunk supplement, Jadetech: Green Jade, let's talk a bit about MERPS (Middle-Earth Roleplaying System by ICE, Circa 1984-1999).

Reagan - Wait, what?

Bear with me a moment: there is a point to all of this.

MERPS is a wonder of 1980's RPG design: although a 'rules light' version of the ultra-crunchy Rolemaster engine, it is still ultra-crunchy beyond all comprehension compared to most modern systems.

This crunchiness extends to all aspects of the game: where Tolkien provided only a few lines of flavorful text, MERPS provides pages upon pages of detailed information, maps, character traits, stats, and tables. It takes the broad brush-strokes provided by the original creator's hand and fills in the fine details: ample fodder for the detail-oriented GM to set the scene in any possible scenario of a Middle-Earth based game.

So what does this have to do with the Jadetech: Green Jade supplement?

Well, herein we find the opposite approach employed; as in the main book, this expansion paints with a broad brush. It is about showing, not telling; it provides stories and flavorful examples.

This is a key point to talk, not just about this supplement, but the Jadepunk line in general. The majority of RPG products seem to follow the model of presenting the game rules and interspersing narrative and setting details in the sidebars and example text. Crunch over Fluff, if you will. The Jadepunk setting is well-written, full of flavor, and its obvious that a lot of time has been spent imagining what the society around this jade technology looks like.

Green Jade is the same in this respect, and I think its the right approach for the setting. Much of the mechanics are relegated to sidebars, to accentuate the narrative text. What text is devoted to mechanics reads as much as a suggestion on how to use it in a broad sense as opposed to actual mechanics, and I like it! Not only does it provide more space to reveal why the Jadepunk universe is the Jadepunk universe, but it allows GMs the option to mechanically flavor how green jade is both used and influences the game world however that GM likes. Bob's your uncle!

It shows some fine examples of green-jade gear (using the Assets build system found in the main book), it tells stories of the use of green jade in the game-world. No maps. No tables. No stats, apart from a few sample Assets. Instead, it paints a picture, and presents these pictures as fresh inspiration for your own campaign.

And it doesn't provide much in the way of new mechanics: the only mechanical addendum is the replacement of the 'secret' aspect with the 'instinct' aspect for creature NPC's. This is more of a tweak than a truly new mechanic. In conjunction with this idea, the book presents the idea of 'chaermera': animals enhanced in toughness and/also size by exposure to green jade.

Chaermeras are great - yet another example of how jade influences the overall gameworld. Given that Jadepunk was conceptualized originally as 'What if we mashed up old we-st gunslingers with wuxia heroes?' - you can see just how much the authors explored jade's societal impact.

With it's small size (16 pages total, including the back/front cover & credits page) and low price-point ($2.99 USD for the PDF at DriveThru RPG), Jadetech: Green Jade reminds me of the Gadget Guide and Power Profile PDF's for Mutants and Masterminds 3e

Like these guides, it is available as a low-price point PDF; and also like these supplements, it presents little - if anything - in the way of new rules; instead, it shows you how to use these rules to build new and wonderful things for your own game. Considering publisher +Ryan M. Danks publicly confessed love of Mutants & Masterminds, I can only assume that these parallels are the result of inspiration/emulation rather than coincidence.

You get a lot for $2.99!
Buy or Don't Buy?

Like Jadepunk itself, this supplement provides a beautiful and easy-to-read presentation. Also like the main book, it gives all the flavor you need about the subject at hand while providing plenty of whitespace to make it all your own.

But is it worth your hard-earned gaming dollars?

Well.... at US$2.99 for the PDF, it's basically an impulse buy. So I would think that price-point is hardly an obstacle for most. On the other hand, most of the beauty that the book presents will live on your computer/tablet screen only, unless you have the option of making a HQ printout.

  • Buy if: You love Jadepunk, and would like most examples of the setting and it's flavor for your table. Plus, it presents some great sample assets to use in play, or to inspire some of your own creations.
  • Don't buy: If you are using Jadepunk rules to run a generic campaign, there isn't much here for you. The chaemera rules might be of use to you for building beast-type NPC's, but I basically already spoiled that already in this review. On the other hand.... it's $2.99. You might want to download it anyhow for the read alone.

Final Word

Although this is a wonderful supplement- kudos to +Jacob Possin & +Benjamin Feehan for your lovely work here - this really isn't the Jadepunk supplement that I truly want.

I want mountains, Gandalf- mountains! I wish to know more about the larger world sketched in broad detail in the main Jadepunk book. Tell me more about the Cairn Mountains of Aerum; inform me about the Funarino Channel of Kaiyu. I'd love more on the history and conflicts between the major mining companies. Tell me about the honored traditions of the Nottila ship-captains! Show me how to run a game set in the fronteir-era of Kausao City, when the different powers jockeyed to see who would control the black jade of the Xibu Bati mountains. The Aerum Empire has airships!

I know that there are adventures to be had in Far Harad: tell me what I might find there. I want to know all that you can tell me.

But I have every faith that all of this - and more- will be explored in further supplements. And I cannot wait to see what Reroll Productions has in store for me going forward.

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Jadetech: Green Jade (Reroll Store)


Wednesday, July 9, 2014

Character Highlight: Lotus-Blossom Mei (Tianxia)

Following my recent review of the wuxia RPG Tianxia, I thought it might be fun to post of some the builds made for our game here in Seattle.

First up: courtesan and Jinyiwei Imperial agent, Lotus Blossom Mei:


"Lotus Blossom" Mei

  • Aspects
High Concept: Imperial Secret-Agent and Courtesan
Trouble: The heart must be held in secrecy
Other: Master Ling taught me everything; Beautiful viper; Trust no one
  • Skills
+4 Deceive
+3 Fight, Rapport
+2 Athletics, Chi*, Empathy
+1 Burglary, Investigate, Notice, Will
  • Jianghu Rank: 1* (Ghost Serpent Form)
Ghost Haunts the Shadow: You may use Chi instead of Stealth to create an advantage based on moving silently or remaining unseen.
Serpent Bites the Hand: If you gain shifts on a defense, you can sacrifice your action next turn to immediately inflict an attack on your opponent using the shift value of your defense as your attack result.
Serpent Strikes Twice: +2 bonus to Deceive rolls to create an advantage based on disorientation, distraction, or unbalancing against opponents you have already inflicted stress on this combat.
  • Stunts
The Scent of Jasmine: +2 to Overcome with Deceive when dealing with those who might find you attractive.
Resplendent Flower: Sub Rapport for Lore when dealing with matters pertaining to fashion and beauty.
A Hundred Flowers: Once per session you can call upon a helpful ally in the area, provided you can recount a story of your previous meeting.
  • Refresh: 2
  • Physical Stress: OO
  • Mental Stress: OOO
Consequences:
  • Minor (2):
  • Moderate (4):
  • Severe (6):
Special Ability Bonuses:
  • +1 Zone Movement, +1 Passive Opposition (Jianghu Rank 1)
  • Chi Armor (Chi +2, see Tianxia pg. 60)
Background:

Orphaned at a young age, Mei was taken in by Captain Ling of the Jinyiwei (Brocade-Clad Guard). Although Master Ling was like a father to her, he did not take her off the streets out of sheer charity: instead he aimed to train her as a secret member of Jinyiwei, who served as the Emperor’s feared secret police force.

Under a series of tutors Mei learned to read and write, sing and dance, and various other arts appropriate for a charming lady of high-society during the day: while at night Master Ling himself taught her the techniques of the Ghost Serpent school of martial arts.

At age 18 she was told to report to Madame Qi: trainer of Courtesans and herself a secret member of the Jinyiwei. Under Madame Qi’s watchful eye she learned to manipulate the hearts of men and those prey to easy flattery, while never forgetting the most important lesson taught her by Master Ling:

“Your heart is your greatest treasure: keep it secret, and never let anyone steal it.”

As a member of the Jinyiwei, Mei travels the remotest corners of the Emperor’s dominion, seeking to gather intelligence and bring to justice both criminals and corrupt officials alike, all whilst under the guise of ‘Lotus Blossom’ Mei : famed and much sought-after courtesan.

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Although the Emperor has many judges and magistrates in his service, members of the Jinyiwei typically make very little use of them, having been authorized by the Emperor himself to bring any in all to justice without due-process or trial as they see fit.

Mei enjoys the full authority of any Jinyiwei member: when dealing with highly placed or influential individuals who could feasibly escape prosecution it is not unusual for her to serve both as judge and executioner when other means are not available.

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"Lotus Blossom" Mei (Google Docs)

Tuesday, July 8, 2014

Review: Tianxia (Fate Core)

Format: Hardbound Book/PDF: 192 Pages
Publisher: James Dawsey
Author: Jack Norris
Art: Denise Jones
Map: Marco Morte
Editing: Nathan Kahler
Art Direction and Graphic Design: Daniel Solis, with Ruben Byrd
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Launched via a successful Kickstarter campaign in October of last year (it seems like this is how you launch RPG's nowadays...), Tianxia is a wuxia setting and rules supplement for Fate Core.

Although I was instantly enticed by the style and presentation presented in the Kickstarter - the art especially, as the art is gorgeous..more on that below - I dawdled on contributing until November, and didn't really examine the PDF at length until about a month ago.

My thoughts in brief: if you already own Fate Core and you want to play a high-octane wuxia game, you owe it to yourself to at least check it out. If you are new to Fate and just want to play a wuxia game that supports all the tropes, then you should still check it out.

More details as to the why of this in my review below.

  • Presentation & Layout

My thoughts on Tianxia very much parallel what I had to say about Jadepunk in my review of that game earlier this year: this is a beautiful and beautifully laid-out book where the design really sells the genre and flavor of the game on every page.

This is also one of the blessed few RPG books where the reader is rewarded by reading it cover-to-cover, like a storybook: and indeed, we are given the story and flavor of the world of Tianxia well before the author presents the hard mechanics that make things work in play. 
  • Setting and Background
An except from the book sells the basic idea well:
"Tianxia (“under heaven”) is a series of rules and setting supplements for the Fate Core system. 
The title of the game comes from both the concept of all the lands and people in Imperial China existing under the purview of the gods and their celestial kingdom and the term used for the imperial unification of kingdoms and cultures to create a central “China” that had previously not existed. The films Hero (Jet Li, not Dustin Hoffman) and The Emperor and the Assassin present fictionalized but highly entertaining versions of how that unification began.  
Just as Tianxia the concept was supposed to include everything that existed “under heaven” in real world imperial China, Tianxia the game includes everything in our rules and setting materials heavily inspired by Chinese myth, legend, and modern media such as Kung Fu and wuxia literature and film."
What follows is a pastiche of what is the 'standard' setting for a traditional wuxia adventure: Jaingzhou, the wild west of this fictional version of China. The book explains that this is but one of the nine-provinces of Shenzhou (which itself is but another name for China), the other eight being promised in greater detail in later supplements.

Far from the grip of the capital, rule of law in Jaingzhou province is more of the 9/10th of the law variety: if you can hold it or steal it, it's yours. This is a place full of bandits, secret societies, corrupt officials, private security services: a land of corruption and injustice. A place badly in need of heroes.

In short: the perfect place to have adventures!

Everything you need to run a full campaign is here: loads of named NPC's, locations, and organizations to power your game: but enough white space to make it all your own.

Where the flavor text and character stats end, various sidebars inform the philosophy of the game designers, discussing matters like creating an inclusive gaming environment, possible adventure hooks and story ideas, and even the traditional role of eunuchs in Chinese culture and legend. All dandy here.
  • Rules & The Deadly Arts of Kung Fu
Although Fate is often presented as a 'story game', Fate Core in particular has a lot of bits to define character competency via Skills and Stunts. Tianxia expands upon this by adding a new Skill, 'chi', and a new way to build martial arts abilities via the Forms system.

An important note here: although it does contain 192 pages of wuxia goodness, Tianxia is NOT a complete game system. You very much need Fate Core to play it and build complete characters: even the action resolution tables are missing from the book.

As stated in the intro, I participated in the Kickstarter and was already playing Fate Core when I picked this up, so this wasn't an issue for me. But this basic point is not mentioned in either the front or back covers, and appears for the first time under 'What Is This Book' at pg.16. I can easily see a new gamer overlooking this factor, even upon relatively close inspection.

So if I picked up this book after flipping through it at the FLGS and discovered this when I got back home and not already in possession of Fate Core..I could imagine being a tad upset. Maybe a niggling point since Fate Core is currently a 'pay-what-you-like' (including nothing) PDF download, but it's my one complaint about the physical book.

But let's talk about the good stuff!

In addition to the 18 Skills presented by Fate Core, Tianxia presents a new one: Chi, the quasi-mystical force that represents the body's flow of energy. The actual concept of chi (or 'ki', or 'qi') is complex and tied to Chinese Daoist thought...but here it's a kind of super-power that gives characters greater physical/mental endurance and recovery abilities, as well as expanding what the character can do in conjunction with their Forms and Stunts.

Forms are really neat. For those already familiar with Fate but not Tianxia in particular, it's best to think of Forms as specialized (and discounted) Stunt packages.

For example: the character Smiling Ox (character sheet below), is trained in the Iron Tiger Form. Per the book:
"The dreaded Iron Tiger practitioner is thought to be one of the most aggressive, lethal fighters around. 
What Iron Tigers lack in maneuverability and flexibility they make up for in physical power, toughness, and aggression. This style eschews many of the tactics and principles of softer styles to focus purely on hard-hitting blows, disabling strikes, painful locks, and linear but effective defenses."
Each form is also an aspect that can be invoked/compelled like any other aspect in Fate. Taking a form has cost involved, in terms of Refresh (your starting Fate Points): one point of Refresh (or Stunt slot) gives you the form and one Technique (worded as pre-generated Stunt). Each additional point of Refresh spent on the Form grants two more techniques.

Like the Iron Tiger Form above, all Forms consistent of a element (Iron, Storm, Forest, etc.) and an animal (Tiger, Monkey, Dragon, etc) that flavors and informs your martial arts style.

There are additional rules that grant certain benefits when you master certain Forms, which I won't get into here. Bottom line is: although this is an optional system for character creation, I cannot imagine NOT taking a Form if you are playing game where physical conflicts are going to come into play. They are just too powerful to be ignored.
  • Sample Characters and GM'ing
The GM'ing section starts out sprightly, with a handful of sample characters emulating certain tropes (I recognize Detective Dee and Princess Mononoke as templates- I'm sure more informed readers will spot others). This leads into a sample play session starring these characters, to demonstrate how Tianxia character builds work in play. 

This then leads into the standard GM advice section, some comments on legendary weapons (standard Fate rules: if gear is important to the story, model it. If not, it's just flavor), story advice and more plot seeds, and a 'bestiary' of standard and exceptional NPC's that can be encountered in play. 

All of this is followed by four simple - but well-plotted - two page adventures to run your new characters through.

Like the rest of book, these sections are presented in informative (but not authorial, in the bad sense of the word) way, and all the material is easy and fun to read to boot.

  • Inspirations and Afterword
Much of the final 20 pages or so (about a tenth of the book!) are taken up by listing inspirations from films, books and video games. At first blush this might seem like an excessive use of limited space, but it's clear that the author (Jack Norris) wants to provide this because:
  •  It's good to know where he is coming from in terms of game-design and play
  • He wants you to have plenty of sources of inspiration for your game as well.
For my part, I've seen four of the eleven listed films, am familiar with (but have not read) two of the four listed books, and I've played two of four listed games. Personally I would have added the two Zu Warriors films to the mix, as well as Iron Monkey: but it's not my book.

Author Jack Norris' afterword is nice too, noting his personal journey to finally getting this game published after a decade plus. This has clearly been a labor of love for him, and this absolutely shows in the finished result.
  • Final Thoughts
So the book looks nice, has great content, and an interesting system to build kung-fu powers: but does it work well in play?

Well, I've recently been GM'ing a game using the system recently and I can give the affirmative to that: abso-friggin-lutely yes it runs great in play! My players have been having a fantastic time exploring their various kung-fu powers, and as GM I've had a blast coming up with scenarios to challenge them.

Now, this is still Fate - the roleplaying aspects of portraying characters at the table are still important - but thats true of any good RPG, Fate included. What Tianxia brings to the table are the extra bits, and those extra bits are fun and don't bog down gameplay at all.

Is it worth your gaming dollars? Well....that depends. It's a nice coffee-table book - the art and presentation are great, as noted above - but at $44.95 (USD) it's pretty steep investment for a book that won't ever be played. And this is a game that wants to be played.

If you are already gaming with Fate Core and have been thinking about playing a wuxia game: then yes, it's worth the investment. If you prefer playing from PDF's (or just don't want to pony up for the hardback), then that's just $14.99 on DriveThruRPG. 

If you aren't familiar with Fate Core but think playing a high-octane (but still story-driven) wuxia game might be fun, I would suggest you download and read Fate Core first (available as pay-what-you-like/free price-point), before investing in either the PDF or the hardback for Tianxia. Tianxia takes what Fate Core offers and builds on it: if you don't like or grok Core, you will have the same trouble with Tianxia.

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More on the blog soon about our Tianxia game here in Seattle: The Kingdom of Xinjou!

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