Showing posts with label Feng Shui 2. Show all posts
Showing posts with label Feng Shui 2. Show all posts

Thursday, April 10, 2025

Recent Gaming (spring 2025)

Lots of gaming lately. Here's some highlights:

My Amber Diceless Roleplay campaign continues to go strong. It's rolling on 5 years now, roughly twice a month, so we've recently crossed our 100th session with the same characters. Dworkin/Oberon's universe was destroyed, and the action now takes place in Corwin's universe and another universe that Fiona created, plus the occasional scene in the tiny islands of primal matter in the Abyss that were left when the old universe imploded. Those are basically the only place where Brand can exist without the "immune system" of the other universes trying to destroy him.

I just wrapped up my Feng Shui 2nd Edition campaign about a week ago. The players foiled a really major push by the Ascended to conquer 2 of the 3 Junctures they didn't already control. This caused a Critical Shift (the second one of the campaign) and after a truly epic battle we ended with the PCs stepping into a portal to a future they don't know.

For the same group (as played Feng Shui), I'm now prepping a Cyberpunk Red campaign. Scroll down to my last post, from earlier this week, to read about that. 

It was a bit of a toss-up among the group whether we wanted to do Cyberpunk or Pendragon, so in the next few months I'll be reading The Great Pendragon Campaign and the Book of Uther and doing bits and pieces of light GM-prep for that, so that when Cyberpunk wraps up, I'll have that in my pocket and ready to go. But, given that the last two campaigns for this group ran multiple years each, I'm not too worried about getting Pendragon ready in a hurry.

I'm also now playing in an RPG as well. A friend of mine is running Night's Black Agents, aka spies vs vampires. In NBA designs their own vampires and determines whether vampirism is supernatural or superscience or literally infernal demon hell-powers. Our campaign is taking place in the 1980s, so in the two sessions we've played thus far, we've had to sneak across the Berlin Wall three times now. Our characters have rescued a journalist, and the goons who were holding her captive had weird mysterious creepy stuff going on, but we haven't really connected that they (or their leader) is a vampire yet. There's one of them that makes us instantly nauseous when we get near them, but we haven't really figured out why. A different one jumped on top of our car and ripped the roof open trying to kill the journalist, but the roof-rider burst into flames when we shot the heck out of her. We're not at all certain what to expect, or what we're up against. Unraveling the mystery is pretty fun, and the uncertainty makes it easy to tap in to the fear and bewilderment our characters are experiencing. 

This weekend I got together with some friends and played the card game Innovation and the board game Thunder Road.

Innovation is really good, but kind of overwhelming the first time you play.I had really good early turns, or so I thought, as I was in the lead in points and achievements.  Unfortunately, in the mid-game I just could not manage to draw cards with any synergy at all. Well, really the problem was that I had a great hand, but I foolishly commented on it, so someone Melded a card that they could then use via Dogma to steal my hand. I didn't even know that was a possibility... but, duh, I should have, it's not like this is the first game to ever let you steal cards from another player. I just never recovered. Good game, but boy does it have a ton going on.  It's sort of a civilization-builder, where every card is an invention or cultural breakthrough. You start in the stone age, and end in the far-future. Every card in the game is unique, and they all have multiple unique ways to play them. So while I liked it a lot, I imagine its' not going to be good match for everyone.

Thunder Road is much simpler. Just good chaotic Mad-Max style shenanigans. Sort of like if Gaslands or Car Wars was a streamlined racing boardgame. We played with the Chop Shop expansion, which adds cool asymmetric super-powers to your cars via a drafting mechanic at the start of the game. I enjoyed it a great deal, and may end up buying the game and that expansion. Based on just one play, it seems like the core game without that expansion is very light beer-and-pretzels without much depth, but that expansion made every turn interesting and unpredictable. 

I continue to play the occasional solitaire-RPG or solo-skirmish miniatures game when I have insomnia. For the solo-RPG I've been mostly running D&D, with one PC (a Satyr Circle of Stars Druid) and a rotating cast of lower-level NPC sidekicks. When I started I had to lean a lot on the Solo Adventurer's Toolbox and its sequel. I'm a little more freeform of late, but that book is great for getting you started and comfortable with solitaire play.  

And every once in a while I boot up Cyberpunk 2077 or Baldur's Gate 3, but I have to be careful with those because man can I ever lose an entire evening just rearranging my darned inventory. When that happens, I feel like I've wasted a resource (my life, my time) that I'll never get back... and yet, I love both those games so much.



Saturday, October 1, 2022

Target Swap

 Had a session of Feng Shui tonight with a fight that went twice as long as I thought it was going to.  It was one of those situations where each villain had a specific weakness that corresponded to a different hero, and the PCs noticed, but chose to fight different foes anyway, at least until the fight was nearly over.

 One NPC had a Defense of 12 vs Ranged Attacks, but a really strong Defense 15 vs Melee. So the team's biggest Melee hitter went after him, and kept missing by 1 or 2 every attack, while the team's shooters chose other targets entirely. And since he kept just barely missing, no one came to his rescue, as the shooty characters all assumed he'd wrap it up with one lucky roll.

 Meanwhile, one of the other PCs has a special power that lets them change their damage to be +1 higher than the damage rating of the foe they are attacking. He ended up dueling with the lowest damage rated foe all fight long, so they just nibbled each other towards death very slowly. 

 It was interesting, in that everyone was having fun and things were lively, but like I said the fight was at least 50% more challenging than intended, and ran nearly double the length I expected it to. If 2 or 3 of the PCs had traded targets, it would have been a much shorter fight.

  The timely application of the "Flying Guillotines" Schtick by the main villain meant everyone was excited and involved at all times, even if a lot of attacks failed to hit big. There's something pretty engaging about an enemy that can zap you with a weapon that's an all-but-guaranteed kill unless a nearby hero helps you escape from it. A lot of "somebody help!" and "I'll save you!" moments, so it kept things tense. At one point a PC with a Flying Guillotine wrapped around their neck had to jump out a window to reach to the only person that could possibly save them before the scissoring blades would have decapitated them. If that dynamic hadn't been in play, it might have been a boring match up (and I might have had to have the other NPCs try swapping targets to pick up the pace).


Saturday, September 3, 2022

Is Ape Pagoda Dead?

Amusing silliness from the Feng Shui campaign tonight, as we went way off-script and into the weeds.

For context, The PCs were traveling in 690 AD and had managed to not screw up their chance to meet with Her Majesty Emperor Wu Zetian, Queen of Kings, Mistress and Commander of the Dragon Throne, Holder of the Mandate of Heaven, the Living Incarnation of the Devi of Pure Radiance, yadda yadda yadda.

When you introduce an NPC with that many titles, you never know if that's just going to trigger the PCs to mouth off and get into a battle in the middle of court. Instead, they impressed the Emperor by showing themselves to be knowledgeable worldly traders and explorers, and also via dramatic displays of horsemanship. 

She's the only reigning Emperess in Chinese History, but the word is gender-neutral in Chinese, so I'll be calling her Emperor below. The Emperor's a polo-playing athelete, so the horsemanship scores highly in her book.

There were three PCs present in the scene, two female westerners and one a supernatural fishman currently concealing his non-human nature behind a mourning veil. So the Emperor orders them taken to the bathhouse to be cleaned up and dressed more appropriately to have dinner with her. This was actually me putting a hurdle in their way, like how do you not piss off the Emperor but continue the charade that your fishman is a human woman? Instead, the fishman just strips down at the bath-house and dives right in, because he loves the water. I'm about to narrate servants and attendees screaming in terror, when a player points out https://en.wikipedia.org/wiki/Fish_in_Chinese_mythology ... and that amuses us all to no end.

A couple of interactions later, and the fishman is all the rage in Wu Zetian's court. Everything I'd planned for the second half of the session is thrown out the window in favor of wacky hijinks. Emperor Wu Zetian is in a power struggle with one of her children, whom various sexist ministers want to put on the throne in her place, and she's considering having her own child exiled or even executed, but to do so would mean no heir to the throne. "So Mr Fishman, can you please place your blessing of fertility upon her?"  *Long Pause* "To be clear, I am NOT asking you to have sex with the Emperor..." *Long Pause* "...unless that's how your magical blessing works." Etc.

There's a language barrier, as most of the PCs are from the modern day, and the Emperor is from 690 AD. Feng Shui encourages you to only worry briefly about language issues, and only if it's amusing or meaningful. So without thinking about it, I narrate the Emperor as understanding and even speaking fluent English. 

Then a player mentions that English as we know it doesn't even exist yet in the 7th Century. So I suddenly need an explanation for where she learned it. Off the top of my head I decide she was taught it by a previous time-traveler who had visited her court, but they needed to be dead or out of the picture, because more or less the point of this Juncture in Feng Shui is that whichever faction manages to win over Wu Zetian to their cause could gain control of the timeline. She's recently purged the Court Eunuchs (tools of the Lotus-Eaters faction) from the Palace, so her source is probably some other faction, and I want them to stand out as an obvious Chi Warrior... so maybe a Jammer or someone from the New Simian Army. Either of which, in the great tradition of Feng Shui uplifted cyberapes, would need a terrible monkey-themed pun for a name. (Canonical cyberapes include Furious George, Thrill Kill Mandrill, and Battlechimp Potemkin. Yep, Feng Shui is that kind of game.)

And thus was born (and retroactively killed off camera) the Emperor's dear friend Ape Pagoda. Which was amazing to riff off of, given that Abe Vigoda played the character Fish (on Barney Miller) and the existence of the "Is Abe Vigoda dead?" meme/site. The rest of the scene was laden with in-jokes and multi-leveled puns. It was amazing, and I'm so glad I just rolled with this nonsense instead of trying to stick to my plans for the big combat at the palace I'd initially envisioned. Good times.

Saturday, October 16, 2021

1st Session of Feng Shui 2 - off to a solid start

Our first session of Feng Shui 2 went well! We started with basically the intro scenario from the rulebook. Using any "canned adventure" is pretty rare for me, but I wanted to make sure I had a good feel on fight dynamics before I start really tweaking things. I did rewrite the third encounter significantly, and we're already integrating little twists from the PC's various melodramatic hooks.

Everyone had a ton of fun and we were all impressed at how easily even a giant 25-character fight just zipped right along. The game engine is robust, elegant, and mostly intuitive. (I will also take a bit of the credit for it running so well, because I did a lot of custom-tuning of the Roll20 character sheet before the first session so that die rolls were automated and included reminders of relevant schticks.)

The 5 PCs we've got are a ton of fun:

  • Xiong Weisheng is a Transformed Dragon, whose parents are big-deal badguys (probably Ascended) with their fingers in everything.
  • Ruby Chase is a Driver with a criminal past she's trying to leave behind her.
  • Myrtle Haney is a Drifter from 1850 - she's an actual Old West gunslinger type, trying to find her father or the gang of black hats who might have done him in.
  • Thiegaro is a very fishy Supernatural Creature. Myrtle found him in her travels, and is the only person so far who can translate his fishy gurgles. Thiegaro is basically the Creature from the Black Lagoon, but with the personality and conversation skills of Chewbacca.
  • Benjamin Dixon is a Ghost of a former policeman. 90% John McClane, 10% Kevin from Home Alone. He sacrificed himself to save a building full of civilians in the famous Christmas Massacre in 1987. Now, in 2021, he was finally set free when the city bought and developed the cursed property and turned into the new community center. (Which then got attacked by terrorists within minutes, because movie-logic.)

We swapped out a few Schticks and Skills that didn't match with character concepts:

Thiegaro being able to become a human seemed to go against the intended roleplaying challenge of "Chewbacca from the Black Lagoon":

  • We swapped out "Transformation I" for "Flashback From The Hell of Knives". Meaning he can't turn into a human (or talk clearly), but he's very loyal and will mess you up if you hurt one of his friends.

Benjamin being a Ghost Cop meant the default Ghost template had a few things that didn't really work with his character concept:

  • We swapped out the "Love Potion" power, in favor of the Sorcery Schtick "Exemplary Prostrations". Basically, he can flash his spectral badge, and any cops, paramedics, etc who see it forget he's a ghost and accept him as a fellow first responder for a few hours. Really helped when the HKPD arrived near the end of the opening fight.
  • We swapped out the skill "Seduction" in favor of "Police" skill.
  • We swapped out the skill "Info: Musicianship" a replaced it with "Info: Architecture".

When we were trying to decide why the cowgirl Drifter could understand the fishman, but no one else could, somebody said "what if it's like Cowboys vs Aliens, and you have some weird device on your arm that's translating for you". We realized that also solved the "we're in Hong Kong and your cowboy probably doesn't speak Chinese" problem as well, so we went with it. I'm probably going to say it has a built-in J-Meter as well, when we get to the Netherworld.

Like I said, everything went great, much fun was had, and we will be playing again in two weeks. Currently my only concern about the game has to do with Advancement. There are relatively few Creature Schticks, and two of our PCs (the fishman and the ghost) both have access to that list. The Ghost also has Sorcery powers, so if he leans into that a lot it won't be a problem, but if not, I may have to put some extra options on the Creature's list so that they don't end up too much alike after 10 or 20 sessions of play.

Saturday, October 2, 2021

The End of an Era

 About a month and a half ago, a friend of mine passed away. Jeff was a regular player in one of my RPG campaigns, and has been a good friend to the entire group for many years. Tonight, the rest of us made the decision to wrap up the campaign, and play something else. The existing Night's Black Agents campaign just wouldn't be the same without him. His character was the group's main heavy-hitter, and a major part of the party dynamic. It was hard to imagine a road to Castle Dracula without Dov (his character). We had been playing this particular campaign since January 2017.

I've never had a game end because of player death before. Life has interfered with many a game over the decades: campaign's occasionally crumple due to schedule conflicts, random TPK, divorce or break-ups, relocation to new cities, graduation, even waning interest more often then I'd like to admit, but never has death interfered before. It's weird, and emotionally complicated. It took us 6 weeks to decide what to do and move on, but I think it was the right call. We'll miss you, man.

But, we know he'd want us to keep on gaming as a group. So, sometime soon, we'll be starting a Feng Shui 2 RPG campaign in it's place. I think it's got potential to be pretty great. Feng Shui has been described as the Big Trouble In Little China RPG, but I think it's probably more accurate to say it's the Big Trouble In Little China -meets- John Wick -meets- Mad Max -meets- Crouching Tiger, Hidden Dragon -meets- Fast and Furious -meets- Drunken Master -meets- Kill Bill -meets- Planet of the Apes RPG. Crazy, over-the-top fun.