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Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them. Day ten: Feng Shui



I got into Feng Shui because I got into Chow Yun-Fat and John Woo movies, and the game promised to replicate that kind of awesomeness at the game table, /plus/ tonally similar but genre-distinct over-the-top kung-fu movies. It delivered, too. The basic premise is that thanks to a limited form of time-travel, PCs are action heroes from all kinds of genres, banding together to stop various horrible conspiracies from not just taking over the world but altering history so that they've always taken over the world.

It managed to replicate the feel of ridiculous action movies, through a number of nifty mechanics: things like differentiating between "nameless mooks" and Named Characters, not tracking ammo (if you botch, you ran out and have to spend your next action reloading), mechanical bonuses for cool action-movie stunts, that sort of thing. In practice it tended to run a little clunky but I could forgive it that.

Third edition, released a couple years ago, looks to be more of the same and even more new-player-friendly. I'm not sure I'd ever run it again, but I'm glad I have it.

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Adventures in Mamboland

"Jazz Fish, a saxophone playing wanderer, finds himself in Mamboland at a critical phase in his life." --Howie Green, on his book Jazz Fish Zen

Yeah. That sounds about right.

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