We have our summer outing out in the woods and there’s a lake and we drink some and swim and go out on various watercraft. At night, we try to do some RPG action but this year it was tough, because the weather was just about perfect. 60’s at night, 80’s during the day. No fucking rain of any significance and not a lot of bugs.
A lady in the town nearby made the mistake of asking Maat: “You goin’ fishin’?” to which he replied, “No, drinking and then probably fighting after.”
Stuff not to do:
- Fight in a bramble or briar patch
- Try to learn paddleboarding 4-8 beers in. Continue to try to learn under similar conditions later
- Say “JESUS CHRIST!” in front of a church group that just sold you a brat.
- Drink 4-6 beers while treading water in the middle of a lake that has walleye in it.
- Stay sober enough so you’re the one that has to drive to town whenever someone has to take a shit.
Most notable was that people saw an eagle take a duck out of the water right in front of them. One feels bad for the duck, but then you think about that the ecological damage being done by mankind on a yearly basis being beyond human comprehension and it’s great to see a large raptor make such a rebound after almost going extinct a few years back. I saw one driving home as far south as Cascade, which is awesome.
Anyway, the Feng Shui. I’ve run the new version now maybe 4-5 times and I think the main thing to watch for is the # of players. I’ve run games with larger groups and it’s just not as fun, I believe because it takes too long to get back around and momentum for your specific character (who are all total badasses) gets lost a bit. I would say 3 is great and 4 should be the max number of players.
We had a lot of gun characters this time with a Maverick Cop and Full Metal Nutball, both of which are great archtypes, but gunplay can get a bit boring without shotguns, so try to have protagonists close the range down as the fight goes on so those go into action, and watch the Killer or Hard Boiled before EVERY session with many guns for ideas and stunts. There are enough of what I would describe as fluff or boring archtypes out of the 36 available, so be careful. One thing of note is when you’re picking characters, if there aren’t a lot of blocks of text in the abilities section, it’s probably fairly boring to play (looking at you Spy and Private Eye…).
I’ve been in three sessions with the scrappy kid, and that archtype has got to be the bane of every Feng Shui GM. Super high defense with very little offense (without doing crazy shit like dropping a cargo container on someone or running people down with a bus) makes for a difficult character to deal with, but hey, it’s fun. While the Everyday Hero can max out offense vs bosses, he can still take a fucking beating.
I’m not going to go through the session because I will end up saying spoilers for what’s next, but stuff I used that helped a lot GM’ing:
- Read-reading the driving chapter in the main book. It’s great fun, but a bit tricky to learn at first. Think of how many chase scenes both on foot and in any types of vehicles happen in action films and you will realize how important this section is to GMs.
- Pre-rolled mook numbers. I thought I would hate this, but it was excellent. You just pick a direction on the sheet and go across, looking for a hit, Easy and focuses on the narration rather than rolling tons of dice for mooks. I would consider this for 13th Age as well.
- Dry Erase Character Sheets. These are fucking great and stood up to gaming while camping very well. Yes, a few of them got big dents and shit, and one was totally rubbed off with info, but overall, good investment for the money. Watch it though, there are TYPOS.
- More schicks from the conversion codex. ALL of the stats and powers and stuff from every single supplement for the original Feng Shui has been published for Feng Shui 2. Want to know how badass Ting Ting is in the new version? You can look it up. Golden Gunman? HOMO OMEGA? Yep. The conversion codex de facto has tons of new villain schticks compared to the core book, so it’s a great resource beyond that for creating enemies and allies.
- This guy’s cheat sheets. These were great to use during the game, and more helpful than the published GM screen.
While it looks like the Feng Shui 2 line has stopped publishing stuff (the last adventure was a free RPG day one, and not too bad), there’s a ton of grist for the mill from first edition that you can cobble together. One thing of note though, most published Feng Shui adventures are not that great, either too shadowfisty (where your characters really know a lot about the secret war) or too off the range (like an African Safari style adventure) to be easily usable. You just have to dig a bit to find the good ones, and I also just recommend watching a bunch of wuxia, gun-fu and Chinese period films and coming up with your own stuff instead.