Feng Shui: Action Movie Roleplaying
Playtest Review by BlackSheep on 09/07/02
Style: 4 (Classy and well done)
Substance: 4 (Meaty)
As befits a game based on Hong Kong action movies, Feng Shui isn't sophisticated. It isn't detailed. It definitely isn't subtle. It is, however, fun. And that's really all I ask of a game. If the subject matter appeals to you in any way, I can't advise you strongly enough to pick this up.
Product: Feng Shui: Action Movie Roleplaying
Author: Robin D. Laws
Category: RPG
Company/Publisher: Atlas Games
Line: Feng Shui
Cost: £20-£25 (RRP $30)
Page count: 256
Year published: 1999
ISBN: 1-887801-76-6
SKU: AG4000
Comp copy?: no
Playtest Review by BlackSheep on 09/07/02
Genre tags: Fantasy Science Fiction Modern day Historical Asian/Far East
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Feng Shui review by BlackSheep
Feng Shui
Action Movie Roleplaying
BOOM!
Doctor Robert Kwan looked up from his noodle plate, chopsticks dropping
from his fingers, as an
explosion tore through the ornamental gardens across the street.
BOOM! Another
detonation ripped the heart out of a grove of willow trees.
BOOM! An ancient Pagoda
became so much flying matchwood. BOOM! Meticulously raked
gravel was flung carelessly
in all directions.
Even before the echoes had faded, the air began to fill with the noise
of gunfire. Bullets cut
the air between two groups, each a couple of dozen strong. On one side
of the exchange were
uniformed police, security guards, and a few suits. Their adversaries
were younger, some sort
of gang maybe. Leather jackets, dyed hair, tattoos, or all three. It
didn't take a genius to
work out who the saboteurs were.
On the other side of the table Kimiko was already on her feet, one hand
reaching for the katana
stowed in her bag. An off-duty cop had abandoned his meal and was
sprinting to join the fray.
A woman who moments ago had been admiring a decorative pond had drawn a
gleaming pair of
automatics with a practised motion. At the far end of the street that
American he'd met a week
ago, Butch something, was heading towards the trouble, still carrying a
bag of
souvenirs.
Kwan sighed and stood. So much for a quiet lunch...
Okay, I know that starting off a review with the word 'BOOM' is a cheap
way to grab attention.
But in the Hong Kong action cinema world of Feng Shui, this is
exactly the sort of trick
a good GM should be ready and willing to pull. Fast-paced fighting,
improbable stunts,
spectacular pyrotechnics and high melodrama are the order of the
day.
Let's get a few things out of the way first. Feng Shui does not
attempt to be a
realistic game, nor a complex one. If you're after detailed equipment
lists and an extensive
skill system, you might want to look elsewhere. If you think guns
should be lethal all the
time, not just when dramatically appropriate, this is probably not the
game for you. If you
have a problem with a world where the new waitress at the local
restaurant is really a
world-class martial artist hunting down her twin sister to avenge the
destruction of the
monastery where she was raised, it's possible you won't appreciate what
Feng Shui has to
offer.
If, on the other hand, you want a game where action and adventure are
more important than
looking up rules, where the mechanics are intrinsically linked to the
conventions of the genre
rather than to mundane reality, and where the correct answer to 'Can I
do this?' is 'As long as
it looks cool', then give this a try. It has all these, plus a whole
lot more. Including
cybernetic chimpanzees from the future.
Trailers
I'll skip over the boring stuff quickly. Feng Shui is a hardback
book, standard 11in x
8.5in size, 256 pages long, black and white throughout. It was written
by Robin D. Laws,
published by Atlas Games, and goes for between £20 and £25. There was
an earlier edition
published by Daedalus, which I can't really comment about as I've never
seen a copy.
Apparently the internal art of the original book was in colour. Don't
quote me,
though.
The layout is clean and clear, with little wasted space. Illustrations
are relatively
infrequent and of decent if unspectacular quality. The font is a nice
ordinary one, and
formatting effects are kept to a minimum. The result is solid and
readable.
The cover art is in colour. The front shows a group of three secret
warriors, consisting of a
robed monk, a suited gunman, and a woman who appears to be a ghost. The
backdrop to the trio
is, unsurprisingly, an enormous explosion. I'll explain exactly what a
secret warrior is in a
moment. On the back are the symbols of the various factions of the
Feng Shui world. A
key to these would have been a useful addition to the book, although you
can figure them out
with a little thought. Or a Shadowfist deck.
Overall the appearance of the book is good enough for what it needs to
do. It's nothing
special, but it doesn't detract from the writing.
Exposition
The first chapter is called 'Kiii-Yaaahhh!', a good start if ever I saw
one, and functions as a
brief introduction to the world of Feng Shui. It quickly guides
the reader over
roleplaying for beginners, the setting and its major power groups, and
the central mechanics of
the game.
Feng Shui is something of a cross-genre piece, and explaining its
setting without
spoiling too much of the game is a little tricky. Is it contemporary?
Fantasy? Sci-fi?
Historical? Yes, all of them and then some. The game revolves around a
series of battles
through time known collectively as the Secret War. The objectives are
the control of feng shui
sites, places of power which shape the flow of fate to fit the desires
of their owners.
Possess enough sites, and things will go your way. Possess more than
anyone else, and you rule
the world. But you might not rule it tomorrow, and for that matter you
might not rule it
yesterday, because the world is a multi-layered thing and time doesn't
work how we're used to.
There are four junctures in the world of Feng Shui, four time
periods across which the
Secret War is fought, in addition to the mysterious Netherworld. The
players are initially
residents of one of the junctures, most commonly the contemporary one,
who stumble upon the
Secret War and are drawn into its machinations. And that's all you're
getting from me. If
you're intending to play this, I've probably said too much already.
Just trust me when I say
that the background is imaginative, cohesive, and allows you huge
freedom in setting the style
of your game.
The core mechanic is nothing incredibly innovative, but its simplicity
suits the game
perfectly. For any task you will have an Action Value, an appropriate
skill or attribute, and
a Difficulty, either a similar opposing value or a number set by the
GM. You then roll two
six-sided dice, one positive, the other negative. Adding the first to
your AV and subtracting
the other gives you your Action Result, which must match or beat the
Difficulty to succeed.
Sometimes, primarily in combat, you'll need to work out the degree of
success, known as the
Outcome and defined simply as the difference between the Action Result
and the Difficulty.
Nothing we haven't seen before - in fact, I came up with a remarkably
similar system some ten
years ago when I thought I was going to grow up to be a games designer.
But it works, it takes
a minute to learn, and it doesn't slow anybody down during
gameplay.
Example: Rei Sasaki, a ninja hailing from the 1850 juncture, is
attempting to infiltrate the
manor of a wealthy merchant. She is perched on top of the outer wall,
but there are guards
patrolling the gardens. She decides to leap across their heads, onto
the roof of the main
building.
The GM rules that this is a tricky task, with a Difficulty of 7. Rei's
Action Value is her
Agility of 9. Her player rolls a four on the positive die and a two on
the negative die for a
net Action Value of 9 + 4 - 2 = 11, easily beating the
Difficulty. She lands
safely on the roof as the oblivious guards continue their
patrols.
Adding significantly to the cinematic feel is the fact that most rolls
are open - if either die
comes up with a six, it is rerolled and added to or subtracted from the
total as appropriate.
If you get another six, you keep rolling until you don't. This system
can produce incredible
rolls on occasion, and ensures that there is always a chance of success
or failure, no matter
what the odds. If both dice come up sixes, known in the trade as
rolling boxcars, something
spectacular happens. Both dice are rerolled as usual, but the result
will either be a critical
success or an appalling failure depending on whether the roll succeeds
or not. Fumbles can
also happen if your Action Result is negative, although this is rare for
even vaguely competent
characters. Finally each character has a number of fortune dice to
spend each session for an
extra boost to any roll.
Example: In the midst of a heated battle at a construction site, a
patrol car carrying two
Hong Kong police officers turns up at high speed. Detective Zhao Wei,
at the wheel, aims the
car for the nearest zombie and slams the pedal down.
Wei's Driving skill is a whopping 15; the zombie's Dodge is a pitiful
7. The roll is made, and
scores a double six - boxcars. Reroll produces a two on the positive
die and, oh dear, a six
on the negative one. Reroll of the negative die comes up five. Total
Action Result is 15
+ 2 - 6 - 5 = 6, just short of what's needed. But the
double six means this is
no ordinary failure, but a full-blown fumble. Wei is in
trouble.
The car rams into the zombie alright, but instead of being crushed under
the wheels it's thrown
up onto the hood and bounces off the windshield, shattering it, before
rolling away unharmed.
Wei finds his vision suddenly impaired, and elbows the broken glass out
of the way just in time
to see a two-storey deep hole looming in front of the vehicle. He and
his partner hurl
themselves out of the side doors as the car plunges into the pit, fuel
tank detonating on
impact. The chief isn't going to be happy with this one.
Introducing the cast
The next chapter covers character creation, for which Feng Shui
uses a template system.
You select the character type you want to play, come up with a name and
a background story, and
then adjust the attribute and skill numbers to fit. Select special
abilities, known as
schticks, and weapons as appropriate, and you're done. A character can
literally go from
concept to completion in minutes. Before we get into the numbers
themselves, something worth
mentioning is the idea of the melodramatic hook. Every character must
have one of these, and
it serves as motivation for the player and idea generator for the GM.
Is your character a
demon on the run from scientists who want to study his powers? Is she
the daughter of the head
of an ancient and malevolent order of sorcerers? Is he a rogue cop
hunting down the people who
had his partner on the force killed? Great. This is the sort of thing
a good GM can use when
writing adventures.
The book includes the twenty types from the first edition, and an
additional six previously
published in a sourcebook due to lack of space in the original book.
The available templates
vary from movie archetypes (Big Bruiser, Scrappy Kid, Ancient Master,
Everyman Hero) to RPG
standards (Thief, Sorcerer, Techie, Medic) to characters unique to the
Feng Shui world
(Transformed Animal, Abomination, Monster Hunter). Each type takes up a
page and gives you the
base attributes and skills of that type, the points available for
tweaking these numbers, the
schticks and weapons accessible to the character, a paragraph of
description, a picture and a
quote.
Okay, those stats. There are four primary attributes - Body, Mind,
Reflexes and Chi. The
average human has a 5 in the three 'normal' areas and a Chi of 0, but
player characters will
usually have better scores. They're the stars, after all, so they're
supposed to be a step
above the norm. Each attribute is further divided into three or four
secondary attributes,
which default to the level of the related primary attribute unless
adjusted independently.
Mind, for example, covers Charisma, Intelligence, Perception and
Willpower, so a character with
a Mind of 5 will have a base value of 5 in each of these as well. Yes,
it's simplistic, but
then it's supposed to simulate movie characters, not real people. Broad
strokes are what make
up memorable heroes and villains.
Skills are derived from a base secondary attribute and a skill bonus.
For example, the Police
skill is based on Intelligence, so with a Mind of 5 and a bonus of
+4 you'd have a base
Police skill of 9. This would act as your AV when you use this skill.
Finally, each character
type has a typical Wealth level, which is abstracted down to just three
possible values - rich,
working stiff, and poor. Money isn't a big issue is Feng Shui,
so when it does come up
a general idea of your financial situation is more than sufficient.
Remember, broad
strokes.
Example: I'm making a character based on the Killer type. I decide
that she's a former
Triad assassin, now retired due to a crisis of conscience. Expanding on
this idea I come up
with my melodramatic hook - a child in the care of my character, rescued
from a hit gone wrong
which resulted in the death of the kid's parents. That should give the
GM something to work
with. I name my character Maoyu Yuan, or May to her few
friends.
I start with the standard 5 / 5 / 5 / 0 attribute spread. I can add 3
points to any one
primary attribute, 2 points to another, and 1 point to any secondary
attribute. I add the 3 to
my Reflexes, the 2 to my Mind. My primary attributes are thus Body 5,
Mind 7, Reflexes 8, Chi
0. All my secondary attributes increase to the appropriate levels as
well. I then add the
final point to my Perception, bumping it from 7 to 8. All my other
secondaries stay at the
default scores. Now for skills.
I start off with Deceit at +2, Driving at +3, Guns at +10
and Info/Gangland at
+2. Looking up the relevant secondary attributes gives me Deceit 9,
Driving 11, Guns 15
and Info/Gangland 9. My Guns score should actually be higher, but
there's a maximum value of
15 listed so I get that instead. I change the Info/Gangland skill to
Info/Triads to better
reflect my history. I now have six points to spend on improving these
skills or buying new
ones. I put a point each into my existing Driving and Deceit skills,
and two points each on
the Seduction and Intrusion skills. My final skill list reads Deceit
10, Driving 12, Guns 15,
Info/Triads 9, Intrusion 10, Seduction 9. I also make a note of my
Dodge score, which is equal
to a character's highest combat skill AV. In this case, my Guns of 15
gives me a Dodge of 15.
Not bad at all.
The Killer gets five Gun schticks. I choose three levels of Both Guns
Blazing, which allows me
to use a weapon in each hand without suffering a penalty to hit, and two
levels of Fast Draw
for a +2 bonus to initiative rolls in gun combat. Coupled with my
high Speed (a secondary
attribute based on Reflexes) I should get the first shot in most of the
time.
Weapons next, and the Killer gets to choose an arsenal of any five shiny
implements of death.
Since I'm from the contemporary juncture, I choose guns from the
contemporary list. Two Smith
and Wesson Sigmas will be my standard sidearms, highly concealable and
suitable for stealth
jobs. For heavier work I take two high-capacity Glock 18s, fully
automatic for that essential
rapid-fire action. And as a backup I go back to Smith and Wesson and
opt for their Bodyguard
model, a neat little revolver which can be stowed up a sleeve for
emergencies.
Finally I note that my Fortune of 0, based on Chi, means I won't have
any fortune dice to
spend. However, as a Killer I qualify for the rich wealth level. Who
says crime doesn't
pay?
The third chapter covers the skill system in more depth. There are a
total of eighteen skills
in Feng Shui, plus a flexible Info skill. This doesn't sound
like a lot, and indeed it
isn't, but these skills are broad. Really, really, broad. Martial
Arts, for example, covers
everything from aikido to archery, from kendo to kickboxing, from
shaolin to streetfighting.
In addition, it is also used for the academic side of the skill - your
knowledge of the history
of a particular school of karate, for example. And it even serves as an
indicator of your
contacts within the field, so May's high Guns skill means she can
probably find a reliable arms
dealer at short notice. Overall, then, the skill list covers a lot more
ground than is
immediately apparent, and for the gaps that remain an Info skill will
usually do the trick. A
neat quirk of Info is that the subject matter can be as wide or as
narrow as you choose, since
the Difficulty of an Info check will vary accordingly. A more specific
skill may be useful
less often, but it'll be a lot more effective when it is used.
Example: With a successful roll on his Info/Rock Music skill, Billy
Cassidy recognises his
captor as none other than Sabrina Ferran of the Dump Warriors. If his
skill were Info/Music,
the Difficulty would have been higher. If it were Info/Hong Kong Rock
Music, the Difficulty
would have been lower. If it were Info/American Rock Music, however,
the skill wouldn't have
applied at all.
Special effects
The next six chapters each deal with one specific type of schtick
available to players - guns,
fu powers, magic, creature abilities, transformed animal packages, and
arcanowave gear. All of
these use the same central mechanics, but vary slightly in application.
They also have very
different 'feels'. Unfortunately, a lot of the material in these
chapters references the full
combat rules, which haven't yet been covered. Given the importance of
fighting in Feng
Shui, I'd be tempted to place the combat chapter earlier in the
book. Anyway, I'll skim
quickly over each section.
There are only seven different gun schticks, but as shown above each can
be taken multiple
times to increase the bonus it grants you. Since this doesn't take up
much space, the chapter
also covers some of the general firearms rules, such as concealment,
reloading, malfunctions,
automatic weaponry, and so on. The rules here, as ever, are cinematic
rather than realistic.
Automatic fire isn't much more effective than normal fire, for example,
because it's primarily
a special effect to send bullets pinging off the scenery. Shotguns do
more damage if pumped
before shooting, but the player must both mime the action and make the
appropriate 'ka-chink'
sound effect. Special ammo types have no game effects whatsoever. Nor
do laser sights, beyond
looking exceptionally cool.
The section concludes with the guns themselves. It's worth noting that
there's relatively
little game difference between guns of the same type, so that while the
stats of a shotgun and
a handgun vary considerably, one 9mm automatic is pretty much the same
as another. You're
encouraged to pick a gun based on how cool it looks. A lot of guns are
covered, certainly all
those popular in action movies, and there are guidelines for assigning
numbers to unlisted ones
should your favourite be missing. Bows and black powder weapons, as
well as some more
futuristic armaments, are also dealt with under the same rules.
The chapter on fu powers, by comparison, is taken up entirely by the
schticks themselves. This
is mostly because there are over eighty of them, divided into a dozen
progressive paths. Early
fu powers have useful but relatively minor effects, such as granting
small bonuses to Dodge or
unarmed damage. Later ones are more impressive, allowing the martial
artist to pull off such
tricks as destroying tanks with her bare hands or running up vertical
walls. One of the most
devastating, though costly, is the Shadowfist schtick, which permanently
knocks an opponent's
Martial Arts skill down by five points. Each fu power has a Chi cost to
activate, and you only
have a certain number of Chi points to spend each round. More powerful
ones unsurprisingly
cost more to use.
Magic next, and again those cinematic mechanics come to the fore.
Subtle magics are more
difficult than flashy ones, predictable effects are harder to achieve
than entertaining ones.
Any magic use that would derail the plot automatically fails. No more
will the GM set up an
elaborate mystery only for the players to use a divination spell and
solve it in minutes.
Sorcerers in Feng Shui don't have spell lists, but simply
flexible areas of influence
such as Weather or Summoning, as well as more obvious ones like Heal and
Blast.
Supernatural creatures can be anything your imagination can conjure up,
from vampires and
ghosts to ogres and demonic tentacled monstrosities from the depths of
the Underworld. All
obey a few basic rules, then select from twenty-odd creature abilities,
most of which can be
taken multiple times for greater effect. Want to regenerate, breathe
toxic fumes, walk through
walls or drain blood through the spines running down your arms? Then
this is the character for
you.
Intelligent animals in human form make up one of the more unusual
features of the Feng
Shui mythology. Again, there are common features shared by all
transformed animals,
whether snake or tiger or rat, but the schticks themselves are arranged
by the animal from
which the character is descended. Selecting a package not only
determines which abilities you
have access to, but also changes your base attributes. A bear, for
example, starts the game
with +4 to Body and Willpower and can pick from the Bellow,
Fortitude, Slap and Rage
schticks. A dragon, on the other hand, starts with no schticks at all
but superb attributes -
Body 9, Mind 9, Reflexes 9 and Chi 7 - and can in time learn abilities
from other animal types.
The schticks themselves function similarly to fu powers, but may be
taken multiple times for
added effect.
A downright nasty blend of dark magic and future technology, arcanowave
gear is for the
character who wants power and is prepared to pay the price. Brave the
risks and you too can
make use of such equipment as Neural Stimulators, Agony Grenades, Aerial
Mobility Units and the
fearsome Helix Ripper.
Lights, camera, action
At the heart of Feng Shui is its combat system. Three vital
concepts are introduced
here: stunts, shots, and unnamed characters. I'll address each
separately.
Stunts are what make combat in Feng Shui interesting. You can't
get away with just
declaring an attack and rolling the dice. Instead, combat actions
should be as imaginative as
possible. Make use of the scenery. Describe your attack in slow-motion
detail. Above all,
don't be afraid to try things which would be border on the impossible in
real life. Provided
your stunt doesn't seek any extra game benefit, the attack roll will be
no harder than any
other. In fact, it might well be easier.
Example: During a pitched gunfight in an apartment building, Robert
Kwan is facing off
against Sneezy Teng, who is blasting away with a machine pistol from the
other side of a sofa.
Kwan leaps onto the couch, using the furniture as a springboard to
launch himself in a
somersault over the gangster's head, and catches Sneezy with a kick as
he rises into a firing
position. Because the game effect of the attack is simply a normal
Martial Arts attack, the
roll is made with no penalty despite the apparent difficulty of the
manoeuvre.
During the same fight scene, Special Detective Shenshu Wu hangs back by
the door in heavy
cover, attempting to kneecap Happy Cheung with a shot from her trusty
handgun. While perhaps a
sensible approach, it is also extremely boring. As such, the second
time the same attack is
attempted, Wu suffers a penalty to her attack. The penalty increases
each time, in the hope
that her player will eventually get the hint and enter into the spirit
of the game.
Characters may also use stunts to give their attacks a different or
added effect - temporarily
blinding an opponent by ramming a vase onto his head, for example, or
shooting a high-pressure
steam pipe in order to floor three enemies with your last bullet. Such
stunts gain very minor
penalties, but the potential gains are usually worth it. This
encourages players to experiment
further and keeps combat lively.
Example: As Captain Han levels his twin BFGs at Kimiko, she makes a
grab for the barrels of
the two guns and then backflips, attempting to pull them out of his
hands. She makes a Martial
Arts check against his Dodge, with a -2 modifier to her AV. A
success will disarm her
adversary, while a failure will land her directly in his
sights...
Sequences and shots together make up the initiative system under which
Feng Shui's
combat scenes are fought. A sequence is roughly analogous to a round.
At the start of each
sequence, everyone involved rolls initiative, which is equal to your
Speed plus the roll of one
die. The character with the highest initiative goes first, obviously,
but the highest
initiative roll also determines the number of shots in the sequence. A
simple action, such as
reloading an automatic or parrying a sword, takes one shot to perform.
Standard actions,
including most attacks, take three shots. So your initiative roll not
only tells you when you
act, but also how often. With a roll of 12, for example, you might
empty the contents of your
Uzi into the approaching soldiers as you sprint across the factory
floor, dive behind a crate
for cover from their return fire, jam a new clip in the gun, pop up to
squeeze off a few more
rounds, roll aside to avoid a grenade lobbed over the crate and come up
shooting.
Keeping track of everyone's current shot can be something of a pain.
The solution I used was
to draw out a chart and use a counter for each character involved in the
sequence, moving them
down as they took their actions. A tip passed on from a friend was to
use sweets as counters,
so that when a combatant went down their attacker got to eat them.
Cheap trick, maybe, but it
gets the players interested. Stock baddies were Jelly Babies or
Minstrels, while PCs and major
villains were mini bars. The combined look of fear and greed on my
players' faces when I
pulled out a 300g Dairy Milk bar was priceless.
Characters in Feng Shui are sharply divided into two types -
named and unnamed. If they
have a name, they're important in some way, either as a significant plot
element or a
substantial threat. PCs are named characters, as are their key allies
and opponents. Unnamed
characters, also known as mooks, are the extras. The street thugs who
pick on an ancient
master for treading on the wrong turf are unnamed. So are the hooded
foot soldiers of the evil
sorcerer, the ones trying to hold the heroes up while the ritual is
completed. Even the hordes
of cops mown down in the streets by the enemy death machines are
unnamed. Unnamed and named
characters work in exactly the same way except for one major
difference. In combat, named
characters have to keep track of wounds as they take them. An attack on
a mook, on the other
hand, has only two possible outcomes. Either they're out of the fight -
dead, unconscious,
pushed halfway through a fence, holding their arm and crying, whatever -
or they're still
fighting. This greatly reduces the book-keeping required for
large-scale fights, and means
that in true cinematic fashion a gang of plucky heroes can go up against
a small army and
win.
On the subject of wounds, named characters suffer minor penalties when
heavily injured, and
eventually reach the point at which a Death Check is called for.
Succeed and they grit their
teeth to fight on through the pain. Fail and they're down, although not
necessarily out.
While an instant death is possible, it's more likely that the character
will have a grace
period before actually dying. Usually enough time for last minute
medical assistance, or at
least a final speech and closing montage.
Finally we have miscellaneous combat rules like aiming, cover, range,
called shots, and so on.
These are again here to be enforced where dramatically appropriate and
ignored elsewhere. If
it's foggy, why bother penalising attacks on both sides for partial
cover? But if a villain is
using your partner as a human shield while you attempt to nail him with
a sniper rifle, then
the modifier will come into play. It's also worth noticing that the
brief damage chart here is
the only place with any statistics for hand-to-hand weapons, which is
odd considering the
number of pages devoted to guns. Still, it's easy enough to assign
comparable stats to
unlisted weapons.
Backstage
The chapter on GM advice is a must-read, even for experienced GMs.
There's stuff here for
general use, to be sure, but most of it is specific to creating and
maintaining the feel of a
Feng Shui game. A guide to running your first adventure, advice
for writing your own,
tips on handling rules in the middle of combat, suggestions on pacing
and continuity, an
explanation of why maps have little or no place in the game, and so on.
Invaluable stuff. I
particularly liked the ruling on language, which can be boiled down to
the idea that everyone,
no matter where or when they originate from, speaks modern Cantonese.
After all, where's the
fun in an ancient Japanese necromancer who can't taunt his foes?
The experience system is simple and logical, and ties in with the idea
of gaining power from
feng shui sites. The next section is on the sites themselves and their
uses. Not much I can
say here, since this stuff should really be GM's eyes only. Suffice to
say that the rules
work, and the flavour text contains plenty of ideas for adventures. A
handful of sample
monsters round out this part of the book. Nothing remarkable, although
those hopping vampires
could raise a few eyebrows, but useful for judging power levels of your
own creations if
nothing else. And there's a great rule that states that creatures gain
a large bonus to all
their AVs against any players who have read this section and think they
know what their stats
are.
On location
The book closes with the more in-depth information on setting. First we
have a guide to the
factions in the Secret War. No stats here, just histories, methods and
aims. All useful stuff
for the GM, and again full of adventure hooks. It's worth mentioning
that, while one of the
groups is clearly intended for the players to join, only two of the
remaining six can be
described as unambiguously evil. The others could equally well function
as allies or
adversaries. Or both, as my players found out on occasion.
Next up is time travel the Feng Shui way, including such juicy
topics as reincarnation
and reality shifts. The Netherworld gets its own chapter, since the
game will almost certainly
head there at some point, and then it's on to Hong Kong. This is the
default setting for the
start of the game, and the tourist guide here should at least give you
enough of a feel for the
place to put up a convincing backdrop. Perhaps more useful is the stuff
on the Secret War in
Hong Kong, with stats for the key NPCs and yet more hook-laden
goodness. You could easily run
a campaign out of the rulebook alone. Come to think of it, I
did.
I should also mention the fiction scattered throughout the book, with
most chapters preceded by
a page of text. The story follows a gunman as he goes from trying to
pull off 'one last hit'
to being dragged headlong into the Secret War, and also introduces game
concepts gradually so
the reader can get an idea of how they fit into the world before they
move onto specific rules.
It's not literature, but it's not meant to be. It's an action movie on
paper, and as such is
excellent for illustrating the intended tone of the game.
Baptism of Fire, the sample adventure, is possibly the best thing in the
book for the budding
GM. The adventure itself is perfectly suited for a group's first
outing, throwing new players
into the action from the start, giving them just a hint of the deeper
plots, and setting up
future instalments. But the best part is the extensive GM advice strewn
through the section.
Ideas for stunts, ways to keep the plot moving, multiple investigation
paths to lead the
players to the next fight scene, background on the characters and
locations involved, and a big
expensive finale. The only problem I had was that it ran longer than I
was expecting, but then
that wasn't surprising given my inexperience. Two thumbs up
here.
Rounding off the book are a sample of HK movies from which inspiration
may be drawn, some handy
photocopiable quick reference sheets, and a decent index.
The playtest
My only GMing experience before picking up this game was a single
session the better part of a
decade ago. The first adventure overran but otherwise went smoothly.
Soon the one-off spawned
a sequel, and then a campaign. It became a 'mixer' game for our
roleplaying society, with
characters being frequently written in and out to suit schedules and
allow new players to join,
across a spectrum of experience ranging from "I've never roleplayed
before in my life" to "I
run games at GenCon". In all ten different players took part in the
series, which was styled
as a movie trilogy, each covering three or four sessions. All the
example text in this review
is drawn from this campaign.
In the first Secret War movie, A Call To Arms, the PCs went from
a brawl in a restaurant
to becoming fully-fledged secret warriors recruited by the Dragons. The
movie ended with the
defeat of a foe from their first outing and the subsequent acquisition
of the group's first
feng shui site. In the sequel, Critical Shift, the ragtag heroes
ventured further
afield, learning the dangers of time travel the hard way. And the
conclusion, To The
Death, saw them joining forces with their enemies in the battle to
retake their world from
a greater threat. Along the way they outran the squad cars of a
totalitarian future
government, fought an honest-to-goodness dragon, became restaurant
owners, learned never to
trust snakes, were targeted by a strangely familiar hunting party,
decided that the only good
cop is a dead cop, discovered that telling the good twin from the evil
one isn't as easy as
you'd think, and laid waste to literally hundreds of mooks.
The verdict
Feng Shui isn't sophisticated. It isn't detailed. It definitely
isn't subtle. It is,
however, fun. And that's really all I ask of a game. If the subject
matter appeals to you in
any way, I can't advise you strongly enough to pick this up. If action
movies leave you cold,
however, you probably won't get much out of it since nearly everything
here, from setting to
rules to advice, is geared towards the emulation of this genre. The
handful of complaints I
have - debatable balance between certain character classes, some issues
with sequence duration,
the slightly haphazard layout - are more than outweighed by the good
stuff. I'll leave you
with the ending to the second movie, a cliffhanger which I carefully
arranged to fall
immediately before a break in the campaign. Because I'm evil, as my
players frequently remind
me.
The Dragons spilled out into the alleyway, trailers of mystical
energy still sparking off
their clothing. Inches behind them, grimy bricks interlaced as the gap
in the wall closed
abruptly. As they took stock of their new surroundings, they noticed
the soulless uniformity
of the buildings, the thick smog hanging in the air, the cameras and
loudspeakers visible on
every corner. Apparently the unstable portal had returned them to the
future they'd just fled,
under the unblinking gaze of the global police state that the world was
destined to become.
Resignedly, they began to make their way down towards the street. A
sudden voice in front of
them caused guns to be readied, swords to be drawn, knuckles to be
cracked in preparation for
the trouble ahead. Then the realisation dawned that the words were
issued automatically from
the speaker system.
"Attention consumers. Curfew begins in thirty minutes. Please return
to your homes
immediately."
The group relaxed slightly, sheathing their weapons. Just another
announcement for the drones.
They'd evaded the police forces here before. Violating curfew shouldn't
be a problem. The
recording continued anyway, oblivious.
"We repeat, curfew begins in thirty minutes. The time is currently 7:30
PM, March 17th, 1996.
Attention consumers..."
There was a long moment of silence. Kwan was the first to
speak.
"Nineteen ninety six?"
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