The Alexandrian

Posts tagged ‘feng shui’

Feng Shui - Shot Counter

One of my favorite sections of the Feng Shui 2 rulebook can be found on pg. 223-224. In a section entitled “Running Fights,” Robin D. Laws succinctly walks you through the exact procedures he follows at the table during a Feng Shui fight.

I don’t mean the rules. Those are located elsewhere. This is much more practical than that. For example:

Note the highest shot of any of your GMCs. Ask the players if any of them have a result higher than the highest shot you have marked on your shot counter. If so, that becomes your highest shot. If not, your GMC’s first shot is the first shot of the sequence.

Go to your laptop, and the browser tab in which you’ve opened your counter app. I use a Chrome browser app called, shockingly enough, Counter. Set the counter number to the first shot of the sequence, which you’ve just determined.

(…)

After a player acts, she moves her single token on her personal shot counter a number of spaces equal to the shot cost of the action — usually 3.

If multiple GMCs act on the same shot, they act in the order you’ve noted them on your scratch pad, from top to bottom.

This sort of “best practices” stuff is really useful. So much GMing advice in this hobby is wrapped up in big, abstract concepts: We need more of this nuts-and-bolts stuff.

Let’s call them table procedures. What are you actually doing at the table? How can that be improved? How does that make the game better for you and your players? The very first GM Tip post here on the Alexandrian was mostly about this sort of thing.

USING THE SHOT COUNTER

On that topic, I’ve spent the last few months experimenting with Feng Shui 2 in an effort to figure out the best table procedures for running the game. This effort has been driven in part by a desire to figure out what tools Atlas Games can provide to our Special Ops GMs so that they can run the best convention and demo games possible.

Here’s what you’ll need:

A shot counter. One is provided on p. 348 of the rulebook. If want it to last awhile, I recommend printing it out on matte photo paper and/or laminating it. I generally keep this counter directly in front of me.

Pawns

A pair of colored pawns for each PC. These are very affordable. Here’s a very cheap set on Amazon. Each PC should have their own color and each of them should have two pawns in that color. Wooden meeples are another relatively cheap option.

When a PC rolls initiative, they should place one of their colored pawns on the shot counter at their initiative result. The matching colored pawn stays on the table in front of them. This very quickly allows everyone at the table to identify that, for example, Suzie is the red pawn. (You can get a similar result by using custom miniatures for each PC or  simply using the same colors consistently over a long period of time until everyone has learned who goes to which color. But the dual-pawn system basically simulates that mastery instantaneously.

Plastic Discs

Multiple pairs of flat, colored discs for the GMCs. Similar to those used in bingo games. This unfortunately means you need to buy much larger sets than you need (since you only need two chits in each color), but even with large numbers of extraneous chits, the sets are cheap on Amazon.

For each fight, the GM should print out the GMC stat blocks on a single sheet of paper. Place that sheet on the table separately from your other notes for easy reference. For each GMC, place a colored chit on the shot counter and a matching chit right on top of or next to the stat block. In this way, you don’t have to keep any written notes on initiative check results.

(I experimented with numbered chits instead, but players found them difficult to read from across the table. Using chits instead of pawns for the GMCs not only opens up primary colors that would otherwise be claimed by the PCs, but also makes it incredibly easy to tell when the next PC is going with a simple glance at the shot counter.)

Once the fight begins, the GM simply moves the counters and chits down the track an appropriate number of spaces based on the shot cost of the action they’re taking.

For PC actions, I will generally do this as the action is being declared (so it’s usually happening simultaneously with the player rolling their dice). For GMCs, I will generally do it immediately after their action has been resolved. The goal is to multitask the time spent moving chits on the shot counter so that the action flows smoothly through it.

Another advantage of this approach is that it combines well with the technique described in Feng Shui: Filling the Shot: Because you can quickly identify which characters are acting in each shot with a single glance, it becomes much easier to group those actions together and frame them into the shot.

Feng Shui 2 - Hong Kong Task Force 88

Hong Kong Task Force 88 was included in Free RPG Day 2016 as an introduction to Feng Shui 2. (You can still grab a PDF of it for free.) We’ve being using the scenario at conventions as part of Atlas Games’ Special Ops program. Our playtesting, however, has revealed that the scenario is running a little too long to fit comfortably into our four hour convention slots.

These notes, therefore, are designed to streamline the adventure, reorganizing its core structure largely around a 5 Node Mystery (with a twist!). You’ll need a copy of Hong Kong Task Force 88 to provide full background details and stat blocks. These notes are also likely to make more sense if you have already read the original scenario.

INTRODUCTION

A new designer drug is ravaging Hong Kong. DietRiot has exploded both uptown and downtown; it seems equally appealing (and equally available!) to both the upper classes and the lower classes. Reports on what the drug actually does are all over the place: Some describe it as a methamphetamine. Others as a hallucinogenic. It also appears to be almost supernaturally effective as a diet drug.

The authorities have decided action must be taken. A special task force – Hong Kong Task Force 88 – has been formed. You have all been selected (or volunteered) to be a member of this task force.

As you choose your characters, think about why or how your character was selected.

SCENE 1: THE DOCKS

  • Generally effective to have 1-2 of the PCs be the “local cops” who are meeting the others at the Docks.
  • Allow time for a brief discussion.

THE FIGHT: Blondie calls out some insult from the end of the dock. They turn to see him and a bunch of mooks wielding machetes.

  • Blondie (HKTF88, p. 10) – make sure to mention the wifebeater he wears covered in English swear words
  • Machete Mooks (HKTF88, p. 11) – 2 per PC

DURING THE FIGHT: At least one of the PCs should see Jian Wu watching the fight from the roof of a nearby warehouse. He has a distinctive dragon tattoo on one cheek. As soon as they notice him, he walks away from the edge of the warehouse and disappears.

SCENE 2: INVESTIGATION MONTAGE

Hard cut from the end of the fight to the precinct headquarters Task Force 88 is based out of.

CHEWED OUT BY THE CHIEF: The local police chief is screaming at them about property damage, disturbance of the peace, wielding weapons (do you know how much paperwork?!), etc. Whatever happened during the awesome fight in Scene 1, he’s pissed off about it. “GET OUT OF MY OFFICE!”

  • After the door slams shut behind them, the rest of the detectives at their open office desks give the PCs a round of applause. One of them whispers that the chief is actually very impressed and wants them to keep up the good work.

TASK FORCE OFFICE: The Task Force has been assigned a random office in the precinct headquarters. There’s not a lot in there right now: A thin file folder with the DietRiot case file. An empty file cabinet. A desk. An empty cork tackboard.

  • Note: Establish the tackboard because you’ll frame up on it later.

INVESTIGATION MONTAGE: Tell the players you’re going to do an investigation montage: Each of them will choose one line of potential investigation. Likely options include:

  • Checking the casefile.
  • Trying to track down that guy with the weird tattoo they saw.
  • Roughing up local dealers for information.
  • Talking to an old friend or other local contact for information.
  • Analyzing samples of DietRiot in the crime lab.
  • Conducting drug buys to roll up the local distributors for interrogation.
  • Putting surveillance on known DietRiot dealers and monitoring their communications.

The actual methods they choose don’t matter except by context. Group them together in ways that make sense and present fast-paced, hard-hitting sequences that rapidly spill out the three major leads:

  • There is a victim of DietRiot named Fen. You can talk with her at the Lucky Cat Apothecary.
  • Jian Wu (“the guy with the tattoo”) can be found at the Neon 77 club.
  • There are a pair of well-connected street dealers named Snake Eyes & Ed who are selling out of the Bird Gardens.

Each of these point to one of the Scene 3 investigations.

SCENE 3: THE INVESTIGATIONS & THE FIGHT

There are three different leads that the PCs can pursue after the investigation montage. Generally speaking, the order in which these scenes occur doesn’t make a difference.

At some point during this sequence, Blondie’s brother shows up. He’s pissed off that the PCs killed/arrested his brother and he’s looking for revenge.

(This probably works best with Scene 3A or Scene 3B, as Scene 3C already has a fight sequence in it.)

THE FIGHT:

  • Blondie’s Brother (HTKF88, p. 14): He wears the same wife-beater that Blondie does, but his is covered with swear words in Chinese. And he has a pair of katanas, because everyone knows katanas are better. (To be honest, Blondie and his brother are basically tools.)
  • Fist (HKTF88, p. 14)
  • Reaper’s Boys (HKTF88, p. 15) – 2 per PC
  • Interrogation: If interrogated, these mooks can give up the location of Reaper’s lab (see Scene 4).

SCENE 3A: FEN & LUCKY CAT APOTHECARY

  • This scene is described in HKTF88, p. 12-13.

Key Clues:

  • Reaper’s Card
  • Fen’s grandmother thinks the drug blocks chi

SCENE 3B: JIAN WU @ NEON 77

  • Neon 77 is a glitzy club of chrome, mirrors, and trance music.
  • Or maybe it’s a sedate club with soft-tune jazz disco balls casting starscapes on the walls. Whatever works.

Jian Wu is framed differently in this version of the scenario:

  • He has a dragon tattoo on his cheek.
  • He’s Reaper’s Kowloon dealer for DietRiot.
  • He’s not happy: The money was good; now he thinks it was too good. The drugs are too cheap; there must be some hidden agenda behind all this, but he hasn’t figured out what it is.
  • He can point the PCs in the direction of Reaper’s lab (see Scene 4).

SCENE 3C: THE BIRD GARDEN

Banyan Tree

This scene is heavily revised for this version of the scenario.

  • Snake Eyes & Ed (HKTF88, p. 10) are selling DietRiot in the Bird Garden (as described HKTF88, p. 17).
  • Rather than an out-of-control talent manifestation, Ed casts spells to summon the fireworks foes (HKTF88, p. 18):
    • He summons the first one on his first turn.
    • On each subsequent turn, he can initiate a 5-shot action. If not interrupted, at the end of those 5-shots another fireworks creature is summoned.

In one run-through of this scenario I had Snake Eyes open up a door in the side of a tree and run through it, emerging back at Reaper’s lab. You could do that; or maybe it just turns into a chase sequence.

Key Clues:

  • They know the drug blocks Chi.
  • They can point the PCs in the direction of Reaper’s Lab (see Scene 4).

SCENE 4: REAPER’S LAB

This scene is described on HKTF88, p. 20-21.

  • Don’t bother including Jian Wu.
  • The key framing is that the PCs can observe the grungy warehouse from outside; and then only later catch a glimpse or burst into the gleaming, ultra-clean drug lab inside filled with scientists in hazmat suits watched over by goons in suits with SMGs slung over their shoulders.

THE FIGHT:

  • Repeat (HKTF88, p. 21)
  • Alora (HKTF88, p. 21)
  • Mittens (HKTF88, p. 21) – I gave him the ability to jump around like a cat. Pretty much entirely descriptive, but gave him some nice
  • Gangsters (HKTF88, p. 22) – 3 per PC

THE BIG FINALE?

In my playtests, time was generally running out at this point. The fight in Reaper’s Lab provides a great conclusion here, and you can generally wrap it up here.

Alternatively, the action can be carried into Scene 5 with these clues:

  • Questioning anyone in the laboratory indicates that the drug design comes from the company DruDekTel.
  • Searching Reaper’s unconscious/dead body finds a business card for Curt Raglan of DrukDekTel.
  • Looking at the documentation in the lab links the process back to DruDekTel

SCENE 5: DruDekTel HEADQUARTERS

Okay, you know that incredible long-take fight from Tony Jaa’s The Protector? The one where he fights his way up a long spiraling ramp inside an office building before finally reaching the luxurious office of the Big Boss at the top?

You’re not? Okay. Watch that.

Yeah. We’re going to do that: DruDekTel’s HQ has that same architecture, with a big hollow center and a spiraling ramp that goes from one level to the next.

Things they can encounter on their way up:

  • Massage parlor.
  • Tea shop.
  • Office cubicles.
  • Slot machines.
  • Food court.
  • Copy machine nook.
  • Video conferencing room.
  • Drug research lab.

Have 3-5 levels. Each level has a number of mooks (use Reaper’s Boys and the Gangsters) equal to half the number of PCs.

Curt Raglan’s Office: At the top is Curt Raglan’s office.

  • Curt Raglan (HKTF88, p. 22)
  • Gangsters (HKTF88, p 22) – 1 per PC

During the fight, have Raglan monologue loudly about the true purpose of DietRiot:

  • We will seal magic away forever by blocking chi!
  • You fools are putting the entire world in danger! You can’t imagine the real stakes!
  • The Guiding Hand will protect him. They cannot possibly win!
  • The testing is almost complete! As soon as it stops killing people – well, as soon as they can get the mortality rate down to a reasonable level – they’ll put it in the drinking supply!
  • The Four Emperors will never return!

Yada, yada, yada, and so forth.

Feng Shui 2 - Shot Count Tracker

Feng Shui 2 uses an action count (or tick-based) initiative: Characters make an initiative check using their Speed to determine the initial Shot Count that they’ll be taking action on. Each action is then rated by the number of “shots” it will take to resolve, and this shot cost is subtracted from the character’s current shot total to determine the Shot Count on which they’ll take their next action. When everyone’s Shot Counts hit 0, the current Sequence ends and a new Sequence begins with fresh initiative checks.

There are some mechanical advantages to this system: It allows for Dodges and other interrupt actions to be handled very fluidly (by simply applying a shot cost that adjusts when a character gets to take their next proactive action). The ability to easily handle actions that have different “weights” (whether from a dramatic or simulationist perspective) by assigning them different shot costs can also be very elegant (and Feng Shui 2 wisely leaves most of those distinctions up to the GM rather than miring the system with a bunch of arbitrary, predetermined values that would impede play through table look-ups).

For a long time, however, I personally found that the mechanical disadvantages of tick-based initiative systems significantly outweighed the mechanical advantages:

  • The system encourages a methodology of calling out initiative numbers (“Okay, anybody going on 18? No? 17? No? 16. Yes, great.”) that I find clumsy and poorly paced.
  • It requires more fiddly bookkeeping from everyone at the table, which can be a drag on pace.
  • It tends to interfere with or prevent me from using advanced combat management techniques like on-boarding, prep rolls, and the like.

Basically, over the years I’ve come to the conclusion that combat is most interesting when you can keep things focused on the events happening in the game world – entering quickly into the conflict; fluidly moving and overlapping action resolution – rather than focusing on initiative values. Tick-based systems tend to inherently conflict with my ability to do that.

But as I got ready to start playtesting Feng Shui 2 scenarios this month, something clicked in my head. I don’t think it’s something intentional (at least, it’s never been discussed in a published Feng Shui book to my knowledge), but maybe I’m just dense and it’s taken me twenty years to figure out something that was immediately obvious to everyone else. (A quick survey of online discussion suggests otherwise.)

Couple common misconceptions I’ve seen floating around that you should toss out in case you’re harboring them:

  • A Feng Shui sequence is not a “round.” If you try to think of it through the paradigm of the typical combat round found in D&D and other RPGs, you’re going to find it difficult to square the difference.
  • The “shot” in “shot cost” does not refer to the time it takes to fire a bullet. It refers to a shot in a movie. (Although, appropriately for Feng Shui, the term shot was derived from the early hand-cranked cameras; you “shot” a film the same you “shot” a hand-cranked machine gun.) “Sequence” is the same thing: It’s a film editing term referring to a series of individual shots.

And the thing that clicked in my head is that you shouldn’t just treat these as appropriated terms that lend a filmic theme to Feng Shui’s mechanics; you should embrace them fully in framing and describing the action of your Feng Shui game.

FRAMING TO THE SEQUENCE

Start with the sequence: Mechanically, when the sequence ends, everyone rolls fresh initiative and a new sequence begins.

As the GM you should also key off this moment to dramatically change the fight. The first sequence should not just seamlessly transition into the second. Instead, the first sequence should definitively conclude and the first few shots of the second sequence should establish a new paradigm for the fight that makes it feel radically different from the previous sequence.

  • Reinforcements arrive. (Fresh waves of mooks flood in. The Boss shows up and shouts, “What’s going on in here?!”)
  • A chase sequence transitions from one environment to another. (After a bunch of tight-corners and narrow streets, the cars blaze up an entrance ramp and onto the freeway. The rooftop chase reaches the end of the warehouses and the cyber-apes jump down into the crowded stalls of an open-air market.)
  • A chase ends and a set-piece fight begins. Or vice versa. (Neo stops to fight Agent Smith in the subway station. Agent Smith regenerates and Neo runs up the stairs and back into the city.)
  • A major environmental effect begins or ends. (Artillery shells from a naval ship just offshore begin raining down on the battle. The abandoned building catches on fire. The scaffolding begins to collapse.)
  • The bad guys unveil some new attack or ability that they were charging up, deploying, or otherwise holding in reserve.

When embraced, this structure will keep your fights fresh and interesting from beginning to end. Leaning into the sequence will naturally pace the fight in interesting ways.

If you have the right sort of group for it, encourage your players to get in on the act: The PCs can also be a driving force for “and now everything changes!” at the start of a new sequence. They can grab the heavy ordnance from the trunk of their car; or decide that it’s time to skedaddle with the McGuffin; or change tactics and start trying to blow out the support beams in the abandoned theater.

Feng Shui 2 includes a beautiful Shot Count tracker, and I recommend using it: With proper tokens, it will not only simplify the bookkeeping required by the system, it will also visually cue the entire table into both what’s currently happening and the “pace” of what’s coming down the pike. This will be particularly useful as we begin looking at shot-specific techniques.

FILLING THE EMPTY SHOT

It’s far from unusual for a Feng Shui sequence to feature shots in which no characters are taking actions. Instead of simply skipping over those empty shots, you should fill them with a content. In the same way that not every shot during a fight in an action movie focuses on the combatants punching each other, you can use these shots to widen the scope and depth of the scene.

This is a good time for establishing shots: Describe the train roaring past the train yard. It’s the submarine bursting up through the ice. It’s a cut to the nuclear missile that’s reached the apogee of its flight.

Taking a moment to focus on environmental effects is a good use of an establishing shot: The wrecking ball at the construction site reversing its pendulum swing through the air. The lava spewing into the air above the Godsforge. The gasoline spreading out from the car wreck.

Or you can feature the shot where that gasoline catches on fire. Dynamic effects, like that wrecking ball crashing through the scaffolding and forcing everyone fighting on the scaffolding to make a Defense check, can add great spice to a fight, but you should try to use then in limited quantities. (A little bit goes a long way here and you usually want to keep the focus on the characters fighting, not an environment that’s more volatile than a shack full of old dynamite.)

If you’re struggling to come up with a good establishing shot, take a peek at the list of Things That Can Happen During a Fight. You’re usually not doing them on the empty shot, but you can set them up. For example:

  • Someone gets pushed through a neon sign. (Describe the dramatic aerial shot that swoops past the tall letters of the neon bulletin board atop the building.)
  • Confused tourists stumble into the middle of the fight. (Establishing shot of the father gesturing at a map and angrily indicating which way they should be going.)
  • Cut the counterweight on the castle gate to ride it up or down. (Establish the movement of the counterweight when the bad guys are closing the gate.)
  • Someone’s sleeve gets caught in the factory machinery. (Describe a shot of the machinery, its mechanical pounding seeming to act like foley for the fists flying in the background.)

In John Woo’s seminal Hard-Boiled, there’s a classic establishing shot of a nursery at a hospital:

Hard-Boiled - John Woo

Gee… I wonder if anything’s going to happen in there when the guns come out? Nah. I’m sure it’ll be fine.

This creates a cycle of set-up and payoff which is both satisfying when you do it as the GM, but also effective at cueing the players with elements they can take advantage of at their own initiative.

Don’t feel like any of these moments need to be overwrought. Quick reaction shots are more than sufficient to punctuate the flow of the fight. Get in, establish one cool idea in a couple of sentences, and then move on to the next shot.

Empty shots can also be used for character moments – the types of interactions (witty dialogue, steely-eyed glares, the respite in which an exhausted hero catches their breath before plunging back into the melee) that elevate the best fight scenes. Such moments don’t require empty shots (they can be woven around and through the action in general), but an empty shot may give you an opportunity to particularly highlight such a moment.

Sasuke & Naruto

This is also a great way to get the players involved: You may encounter a little difficulty where some players struggle to understand that these empty shot moments are not a “free action,” but if you can get them onboard you’ll be able to throw empty shots their way to set up cool character moments.

You can also blend multiple empty shots together into a single moment, but challenge yourself to resist that impulse and see what happens. If you have three empty shots in a row, try to find three distinct things to do with them, perhaps looking ahead to see who’s action is coming next and using those shots to ramp up to or shift the focus to that character’s situation.

SUBJECTS IN THE SHOT

At the opposite end of the spectrum, you’ll often have shots with multiple characters taking action. As described in the Feng Shui 2 rulebook, these actions are resolved:

  • PCs first, in clockwise order from the GM.
  • All GMCs in the shot.

Here, too, take a cue from what the shot system is telling you: These actions are all taking place in the same shot. In movie terms, that means they’re all happening on screen together. This does not necessarily mean simultaneously (shots extend over time), but it does mean that they’re all related to each other visually, spatially, and probably causally.

Generally speaking, the trick here is to mechanically resolve all of these intentions and only then weave the full description of what happens in the game world. This allows you to pull discrete mechanical interactions together in order to give the fight a wider scope and richer narrative flow.

Circumstances won’t always make this particularly easy and you may need to occasionally abandon ship, but I encourage you to challenge yourself: If the Shot Count is grouping together characters on completely opposite sides of the fight, is there a way that you can widen the shot? Or cause something happening over there to shoot across the fight and impact what’s happening over here?

DESCRIBING THE SHOT

Finally, embrace the filmic conventions of Feng Shui – the original love letter to Hong Kong action flicks – and lean into using actual shot terminology to describe your framing of the action.

One way of categorizing shots is by subject size (use the number of subjects appearing in the current shot as an easy guide for setting this, but break away from the obvious answer occasionally and see where that leads you):

  • Extreme close-ups frame just one small part of the subject. (A single eye glaring; an entire fist filling the frame as it lashes out; a ghastly wound pouring blood down someone’s side.)
  • Close-ups feature a single subject; the focus is on their facial expressions and the details of their emotions.
  • Medium close-ups keep the focus on a single subject, but capture their head, chest, and arms. Surroundings are vague and unimportant.
  • Medium shots can be focused on a single character, but can often capture several characters in the same shot (two-shots are common). One variation of the medium shot is the cowboy shot, used in Western films to frame subjects from the thigh-up in order to fit the character’s gun holsters into the shot.
  • Medium long-shots are more likely to capture multiple subjects, and the environmental details became significant.
  • Long shots or wide shots are used to either capture large groups of people and/or put the primary focus on the environment in which the characters find themselves.
  • Extreme long shots or extreme wide shots feature characters (often multitudes of characters) who are dwarfed by the environment or the totality of the crowd. These will often be used for establishing shots.

You can generally just use close-up, medium, and long shots to convey most of the meaning you need verbally at a game table. This also makes for a good starter palette as you’re getting a feel for the technique.

You can also classify shots by camera position and movement: Eye level, low angle, dutch angle, over-the-shoulder, bird’s eye view, point of view, dolly shots (dolly in or dolly out), aerial, pans, tilts.

Also think about the quality of the shot: Handheld, steadycam, or a swooping crane shot can all convey different emotional connotations (even when evoked verbally).

CONCLUDING THOUGHTS

Virtually all of these techniques can be implemented without the mechanical frame of the Feng Shui shot-and-sequence. But embracing that structure and pushing it hard will (a) give your Feng Shui fights a unique and distinctive flavor, and (b) serve as good practice for incorporating the best and most universal of these techniques into your other games.

Use the strong frame of the Feng Shui sequence to push you out of your comfort zone and, as I’ve suggested several times here, challenge yourself.

If you find yourself struggling, try this tip I presented in the very first Random GM Tips column here at the Alexandrian: Take a really great fight film – like Hard-Boiled or The Matrix or Crouching Tiger, Hidden Dragon – and narrate the action as it happens on screen, as if you were describing it to your gaming group. It sounds corny, but it builds your repertoire and helps loosen up your descriptive instincts. This is particularly effective for Feng Shui, because it will help you see fights through a filmic lens.

By the same token, don’t let yourself get fuddled by treating any of this as a straitjacket. For the first half dozen fights or so, lean into the structure hard and treat these as immutable “rules” so that you’ll force yourself to learn from the structure. But once you feel like you’ve mastered what the technique has to offer, be aware of when the structure needs to bend to the exigencies of what’s actually happening and what would be most effective. Push yourself to truly expand your horizons, but then remember that you learn the rules so that you know when to break them.

Feng Shui 2 - System Cheat Sheet

(click for PDF)

When Robin D. Laws first designed Feng Shui, Jackie Chan, John Woo, and The Matrix had not yet brought the pulse-pounding action of Hong Kong cult cinema into the Hollywood mainstream.

I discovered the game way back in the summer of 1997: I had taken a hiatus from RPGs, but had maintained my subscription to Dragon magazine. That summer, I realized I hadn’t received an issue of Dragon for several months, and I went online — revisiting my old Usenet and FidoNet haunts — to figure out why. I quickly had my answer: TSR had gone bankrupt. But in the process, I was drawn back into discussions of RPGs. Two of them were burning up the discussion groups at the time: Heavy Gear and Feng Shui.

At the time, I was living with my dad in Mankato, MN. I biked from our apartment building down to a hobby store in “downtown” Mankato. The hobby store had exactly one magazine rack of RPG titles, but by some miracle it was well-stocked: I grabbed copies of both Heavy Gear and Feng Shui. This was a seminal moment in my life, as Heavy Gear would ultimately prove to be my doorway into the RPG industry. (A tale I’ve told elsewhere.) Feng Shui didn’t feature as prominently in my work, but it played a really important part in reigniting my passion for RPGs. It’s a truly great honor that I’m now it’s caretaker.

Back in 1997, however, Feng Shui also kindled my love for Hong Kong cinema. Using the bibliography Robin D. Laws had placed in the back of the book as a map, I spent the rest of my summer biking to Suncoast Video and picking up VHS copies of whatever films I could get my hands on. As such, Feng Shui 2, by necessity, can’t recapture the wonder of the original game for me: The original Feng Shui wasn’t just a really cool game; it was the gateway to an entire medium of film I had never seen before.

But Feng Shui 2 is still frickin’ awesome: The rip-roaring, time-leaping magic of the Chi War is just such an innately awesome premise for a game that just flipping through the book is enough to get me amped about playing.

Which, of course, brings me to a cheat sheet for the system.

WHAT’S NOT INCLUDED

Feng Shui 2 - Gunfight on the Roofs

These cheat sheets are not designed to be a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will probably prove woefully inadequate if you try to learn the game from them. (On the other hand, they can definitely assist experienced players who are teaching the game to new players.)

The cheat sheets also don’t include what I refer to as “character option chunks” (for reasons discussed here). In other words, you won’t find the rules for character creation here.

HOW I USE THEM

As I’ve described in the past, I keep a copy of the system cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. Of course, I also keep at least one copy of the rulebook available, too. But my goal with the cheat sheets is to consolidate information and eliminate book look-ups: Finding something in a half dozen or so pages is a much faster process than paging through hundreds of pages in the rulebook.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive. The actual sequencing of pages is mostly arbitrary.

Page 1 – Basic Mechanics: This includes the core dice mechanic, plus the difficulty table, an Action Value reference for when your need to improvise GMCs, and the mechanics for Fortune, Impairment, and Boosts.

Page 2 – Skills & Other Checks: These rules round out the basic mechanics.

Page 3-7 – Combat: The core combat experience is contained on a single page, with additional options and guidelines laid out over the subsequent pages.

Page 8 – Vehicles: Primarily the rules for chases.

Page 9 – Chi War: Rules for sorcery, supernatural creatures, transformed animals, mutants, and feng shui sites.

Page 10 – Enemies: A one-page quick reference for GMs looking to build fights and create stat blocks on-the-fly.

OTHER THINGS TO PRINT OUT

You might also want to print out copies of:

  • GMC names (Feng Shui 2, p. 220-221)
  • Vehicle Table (Feng Shui 2, p. 156)

And you don’t need to print it out, but before playing you might want to take a guided tour through the Select Filmography, updated with all the awesome flicks of the last 20+ years and still found tucked away tidily at the back of the book.

BLUE MOON RULES

Feng Shui 2 - Sylvan Duel

One unusual piece of slang you’ll find here is “blue moon.” This is taken from the chapter “Blue Moon Rules” in Feng Shui 2, of which Laws writes:

This chapter gives you the rules for situation that come up only once in a blue moon. These edge cases and special situations may arise in your game once or twice.

I found this distinction remarkably valuable, and in preparing these cheat sheets I have greatly expanded the scope of the rules covered by the “blue moon” designation. Essentially, if you look at a section of the cheat sheet I have:

(a) Specified the core mechanics of a given topic; and

(b) Designated everything else as “blue moon.”

For example, there is a page titled “Combat.” In my opinion, everything you need to run combat encounters in Feng Shui 2 is located on that page. Then there’s another page labeled “Blue Moon: Combat.” That page contains a lot extra rules that you’ll use only to respond to very specific situations in combat. A third page is labeled “Blue Moon: Weapons,” and contains a bunch of weapons-specific rules that you can use to spice things up.

You can see a similar distinction on the page of the cheat sheet dealing with vehicle chases: The “Vehicles” section contains the core gameplay loop for chases; the “Blue Moon: Vehicles” section of the page contains a bunch of additional rules that can be injected into that core gameplay.

I actually find this distinction so conceptually useful in organizing and focusing the cheat sheet that I think you’ll likely see me using it again in the future with any number of other games.

MAKING A GM SCREEN

As with my other cheat sheets, the Prince Valiant sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them. This is the screen arrangement I’m currently experimenting with:

  • Panel 1: Basic Mechanics (with Skills & Hazards behind it).
  • Panel 2: Combat (with Blue Moon: Combat & Blue Moon: Weapons behind it).
  • Panel 3: Vehicles (with Keeling Over & Vehicle Table behind it).
  • Panel 4: Enemies (with Chi War & Hong Kong GMC Names behind it).

FURTHER READING
So You Want to Be a Feng Shui Player?
Feng Shui: Filling the Shot
Feng Shui: Using the Shot Counter
Prep Notes: Hong Kong Task Force 88

Feng Shui 2 - Robin D. Laws

Tagline: With Atlas acquiring the rights to Feng Shui let’s take a look at one of the old-school supplements.

Feng Shui: Marked for Death - Daedalus EntertainmentAs this review is being written I have just received news that Atlas Games has acquired the rights to the core Feng Shui rulebook, virtually guaranteeing a re-release of one of the best RPGs ever created. I thought I’d review a couple of old sourcebooks for the game (this one and also Back for Seconds) as a form of mild celebration. Although Atlas hasn’t negotiated the rights to these supplements, I figured what the hell. You should be able to find some of these in a used box somewhere.

Marked for Death is a collection of five adventures for the Feng Shui game – one written by each of the authors. It’s a pretty impressive credit list, with some of the really great creators in this industry taking part – demonstrating that the pure action-packed fun of this game attracted the best of the best. The results don’t disappoint, although it’s always been difficult to get really excited about a set of disjointed adventures. In a lot of ways I feel like I’ve picked up a themed issue of Dungeon magazine instead of a supplement.

As always this review is prefaced by the notice that these are a set of modules. The plots will be discussed as part of the reviews and players should avoid reading this review if they feel that their GM might end up using any of these in the course of their game.

In any case these adventures are really quite excellent. They are also well-balanced, taking advantage of almost all the available facets of the Feng Shui mythos to one degree or another and ranging in complexity from basic introductory to exceptionally complicated.

The first adventured, “Brinks”, written by Bruce Baugh, gets the PCs involved in a bank robbery which is really just a cover for the seizure of a highly potent feng shui site. Very basic, very simple, very good.

In “Blood for the Master”, by Greg Stolze, the PCs are drawn into one of the great staples of HK action flicks – a gang trying to terrorize a neighborhood into submission. The twist? The gang is terrorizing the neighborhood because a demonic temple is about to materialize. The PCs’ mission? Kick demon butt.

“Pai Lai”, by Chris Pramas, takes the PCs into Feng Shui’s future where they are asked to help free a site from Buro control. Unfortunately they get screwed over (welcome to Feng Shui) and a Jammer tries to doublecross them and destroy the site. Oh, did I mention the ancient demon lord that gets freed? Well, there’s this ancient demon lord….

John Tynes really shows off in “The Shape of Guilt”, weaving a complicated political tale in the Netherworld. Tynes describes it as “Hamlet meets The Heroic Trio” – and that’s not the half of it. I’d tell you more, but I don’t want to spoil the fun; plus trying to untangle this twisted web is practically impossible without overwhelming this review. You’ll like it. Trust me.

Finally Allen Varney takes on the challenge presented by “The Shape of Guilt” and succeeds in crafting an even better story with “Shaolin Heartbreak”. This expertly crafted adventure may be a little bit difficult to work into a campaign, but if you take the time and effort to do so you won’t be disappointed. The basic summary: A monk from 1850 travels into the present to save the warrior woman he loves (naturally against the taboos of his religion) from an evil magician. Natually (this is a Hong Kong action flick after all) this warrior woman is a dead ringer for a celebrity that the PCs have become involved with. Fun and mayhem result.

This book is a fun read even if you don’t get the chance to play through the adventures. It’s relatively cheap and I don’t think you can go wrong by taking a look at it.

Style: 4
Substance: 3

Writers: Bruce A. Baugh, Chris Pramas, Greg Stolze, John Tynes, and Allen Varney
Publisher: Daedalus Entertainment, Inc.
Price: $12.95
Page Count: 78
ISBN: 1-888335-01-7

Originally Posted: 1999/04/13

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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