Druken PREview Feng Shui 2nd Edition.
Posted: Wed Oct 01, 2014 5:31 am
Well there was the Daedelus printing with some color interiors, the Daedelus printing with all B&W interiors and then first Atlas Printing which changed the cover and added new archetypes, but somehow the one on Kickstarter currently is only number 2.
But we are now living in the brave future of Spaceballs where you can not only buy games before they are released, but you also buy the right to do work the game designer didn't do. Hence I am the proud new owner of a PDF file of the 2nd edition Feng Shui rules, marked "Post-Playtest Draft GAMMA Compare to 2.0". But hey when I'm paying someone else for the right to work, that means that I can show up blotto. Heck, I'd go so far as to say there is a moral imperative to be massively impaired under those circumstances.
So I'm through half a bottle of
before I start. I'll move on to vodka martinis, shaken, not stirred and using my Info Beer before this gets done. Don't expect me to stay coherent, and don't expect the page numbers to make sense, since I'll be skipping between different devices to read things in the course of this.
Page 1 Credits:
Robin Laws is one of the better designers still working in RPG design. I still respect him for that, even though he'd do better to get a real job or sell his Star Wars fanfic the way Aaron Alston did. I had forgotten that Rob Heinsoo was involved in the original edition.
This page ends with a big "DO NOT DISTRIBUTE", because that always works. But heck, I don't plan on distribution, just druken editorializing.
Chapter I: Kii-Yaaahhh!
Interestingly enough that heading has been toned down from the prior edition, where it was ALLCAPS.
The book truly starts of with an 8-paragraph overview that establishes all of the game's core conceits: Action-movie physics, high melodrama, time-travelling chi warriors, the role of geomancy in tying these together. It's a slam-dunk way to lead off a RPG book, but I fear that just like a true slam-dunk, there's nowhere left to go but down.
We then get a sidebar that hasn't been sidebarred yet about the various ways to pronunce feng shui. Sadly Robin Laws lists neither "Shadowfist" nor "Grindhouse" as acceptable pronunciations - even though either would result in less confusion about the game's name.
Next up, the usual boilerplate about what's an RPG and how do I play and what makes this one different is given a punchy, kicky treatment in sections with headings like "The Game" and "Making an Action Movie that plays in your heads", "High Action Style". A few nods are given to the co-operative nature of RPGs - Laws comes right out as says that "this is rules lite to make it easy for the GM to wing it if Players go off the rails" That's good, but the "flying pronoun kick" section isn't. I personally do not care how traditional nor progressive your choice of gendered pronoun usage is. Just stick to it and we're all good. Don't hedge your bets by saying that sometimes you reverse things -- hire a fucking proofreader-- you know somebody who's sober. And I damn sure do not want to read an explanation of your writer's style guide on pronoun usage in the opening section establishing how to play an action movie RPG. I ain't reading this for a grammar lesson.
...and the wine is kicked before the first chapter is finished. Off to mix something...
Edit Okay, back with a snakebite, that's an action-movie appropriate shot, right?
Next up we move past publication history and into a "Rules Briefing" section that lays out the basics. This part is unchanged from prior editions, you roll your Action Value +1d6 -1d6 (both open ended) against a difficulty. You can spend Fortune to get an extra open-ended positive die, and if you roll boxcars, neither open-ends and instead you get a vague "special" result on the roll. Here we get a somewhat vague sample AVs adjective chart followed by a more helpful table of example difficulties. We get a few new terms: that +/- d6 total that you add to your AV is now called the swerve you now make reload checks instead of tracking individual rounds, you get various types of resistance checks in place of some of the stats which have been removed and can make Rearm checks to grab a gun or the dropped idol.
The interesting part here are the auto-success guidelines. While they boil down to GM fiat far to easily to be called rules, they guidelines are that you auto succeed on things that nobody ever fails in action movies, and you also auto-succeed if the GM can't think of a way for a potential failure to lead to an entertaining new scene.
After the rules overview, we get a setting overview detailing the Chi War, portals, the Netherworld and the four Junctures action movies take place in: Ancient (Fantasy), Past (Opium Wars / Old West), Contemporary (Now) and Future (Post-Apocalypse). Apparently there's enough $$$ to write a couple extra paragraphs about "Pop-Up Junctures". Sadly these are not like
but are instead merely ways to account for action movies that happen in other settings, because some people want official sanction for rum-running, Nazi-punching adventures. Whatever. Interestingly, there are setting reasons why the future juncture has gone from Dystopian Totalitarianism most people think is okay to post-apocalyptic wasteland, but I think that shift runs counter to the cultural and literay trends of the 18 years since the first edition was released. Kids these days are more about Hunger Games and Divergent than they are about Mad Max.
The factions are largely the same as the last time around, the cosmetic changes to the Eaters are forgettable, but the big change is that the Architechts of the Flesh got destroyed and the Jammers split into two opposed camps after their victory. So no more twisted scientists from the evil future, but twice as many cyborg monkies. This at least does reflect the cultural shift away from science education and towards more planet of the apes remakes
.
But without the strict tie in to the Shadowfist card game, I think there should have been more of a shake-up. The game is written with the assumption that PCs will take on the role of The Dragons faction maybe with patronage from one of the Four Monarchs. And well, that's sloppier than I am after a bottle of wine and a double shot of scotch. Each organization should be a potential match for various PC groups, and heck it should be totally possible for different PCs in the same group to belong to different groups - because this is a game that totally wants things like
to happen a bunch.
And that's the first chapter - twenty more to go, lemme do a preview:
But we are now living in the brave future of Spaceballs where you can not only buy games before they are released, but you also buy the right to do work the game designer didn't do. Hence I am the proud new owner of a PDF file of the 2nd edition Feng Shui rules, marked "Post-Playtest Draft GAMMA Compare to 2.0". But hey when I'm paying someone else for the right to work, that means that I can show up blotto. Heck, I'd go so far as to say there is a moral imperative to be massively impaired under those circumstances.
So I'm through half a bottle of
before I start. I'll move on to vodka martinis, shaken, not stirred and using my Info Beer before this gets done. Don't expect me to stay coherent, and don't expect the page numbers to make sense, since I'll be skipping between different devices to read things in the course of this.Page 1 Credits:
Robin Laws is one of the better designers still working in RPG design. I still respect him for that, even though he'd do better to get a real job or sell his Star Wars fanfic the way Aaron Alston did. I had forgotten that Rob Heinsoo was involved in the original edition.
This page ends with a big "DO NOT DISTRIBUTE", because that always works. But heck, I don't plan on distribution, just druken editorializing.
Chapter I: Kii-Yaaahhh!
Interestingly enough that heading has been toned down from the prior edition, where it was ALLCAPS.
The book truly starts of with an 8-paragraph overview that establishes all of the game's core conceits: Action-movie physics, high melodrama, time-travelling chi warriors, the role of geomancy in tying these together. It's a slam-dunk way to lead off a RPG book, but I fear that just like a true slam-dunk, there's nowhere left to go but down.
We then get a sidebar that hasn't been sidebarred yet about the various ways to pronunce feng shui. Sadly Robin Laws lists neither "Shadowfist" nor "Grindhouse" as acceptable pronunciations - even though either would result in less confusion about the game's name.
Next up, the usual boilerplate about what's an RPG and how do I play and what makes this one different is given a punchy, kicky treatment in sections with headings like "The Game" and "Making an Action Movie that plays in your heads", "High Action Style". A few nods are given to the co-operative nature of RPGs - Laws comes right out as says that "this is rules lite to make it easy for the GM to wing it if Players go off the rails" That's good, but the "flying pronoun kick" section isn't. I personally do not care how traditional nor progressive your choice of gendered pronoun usage is. Just stick to it and we're all good. Don't hedge your bets by saying that sometimes you reverse things -- hire a fucking proofreader-- you know somebody who's sober. And I damn sure do not want to read an explanation of your writer's style guide on pronoun usage in the opening section establishing how to play an action movie RPG. I ain't reading this for a grammar lesson.
...and the wine is kicked before the first chapter is finished. Off to mix something...
Edit Okay, back with a snakebite, that's an action-movie appropriate shot, right?
Next up we move past publication history and into a "Rules Briefing" section that lays out the basics. This part is unchanged from prior editions, you roll your Action Value +1d6 -1d6 (both open ended) against a difficulty. You can spend Fortune to get an extra open-ended positive die, and if you roll boxcars, neither open-ends and instead you get a vague "special" result on the roll. Here we get a somewhat vague sample AVs adjective chart followed by a more helpful table of example difficulties. We get a few new terms: that +/- d6 total that you add to your AV is now called the swerve you now make reload checks instead of tracking individual rounds, you get various types of resistance checks in place of some of the stats which have been removed and can make Rearm checks to grab a gun or the dropped idol.
The interesting part here are the auto-success guidelines. While they boil down to GM fiat far to easily to be called rules, they guidelines are that you auto succeed on things that nobody ever fails in action movies, and you also auto-succeed if the GM can't think of a way for a potential failure to lead to an entertaining new scene.
After the rules overview, we get a setting overview detailing the Chi War, portals, the Netherworld and the four Junctures action movies take place in: Ancient (Fantasy), Past (Opium Wars / Old West), Contemporary (Now) and Future (Post-Apocalypse). Apparently there's enough $$$ to write a couple extra paragraphs about "Pop-Up Junctures". Sadly these are not like
but are instead merely ways to account for action movies that happen in other settings, because some people want official sanction for rum-running, Nazi-punching adventures. Whatever. Interestingly, there are setting reasons why the future juncture has gone from Dystopian Totalitarianism most people think is okay to post-apocalyptic wasteland, but I think that shift runs counter to the cultural and literay trends of the 18 years since the first edition was released. Kids these days are more about Hunger Games and Divergent than they are about Mad Max.The factions are largely the same as the last time around, the cosmetic changes to the Eaters are forgettable, but the big change is that the Architechts of the Flesh got destroyed and the Jammers split into two opposed camps after their victory. So no more twisted scientists from the evil future, but twice as many cyborg monkies. This at least does reflect the cultural shift away from science education and towards more planet of the apes remakes
.But without the strict tie in to the Shadowfist card game, I think there should have been more of a shake-up. The game is written with the assumption that PCs will take on the role of The Dragons faction maybe with patronage from one of the Four Monarchs. And well, that's sloppier than I am after a bottle of wine and a double shot of scotch. Each organization should be a potential match for various PC groups, and heck it should be totally possible for different PCs in the same group to belong to different groups - because this is a game that totally wants things like
to happen a bunch.And that's the first chapter - twenty more to go, lemme do a preview:
- instead of stats, default to an AV of 7
- UP checks not just Death Checks
- Counterproductive Classplossion
- .45s still listed as 9mm in flavor text
- Sorcery is still better than you, but in new ways
- Arcanowave gone (YAY!) replaced with Scroungtech which does most of the exact same things (BOO!)
- PC / Antagonist asymmetry now always mandatory.
- Too damned many villain schticks.
- Advancement largely fixed, but needless random component in new system.


























