Last week I ran Hearts of Wulin four times for Games on Demand Origins. (Full disclosure: I joined
the Origins GoD advisory board this year). Overall we had good attendance--
some games didn't make in some of the weaker slots (Thursday's wonky, as is
Sunday morning). But we filled every table in most sessions. I saw a bunch of
Gauntlet people and folks I knew from G+. I actually introduced myself to people
this time and got to talk to Sarah Richardson, Morgan Ellis, Mike Olson,
and James Mendez Hodes among others.
As for Hearts of Wulin
I came away from each session happy and spotted new ways players could engage
the moves and options. I’m going to talk a little about what I did and what I
saw. Then I’ll show off a new, sixth playbook that I took to the con, The
Unorthodox.
SETTING UP
I laid out the character playbooks just before the con; that
let tweak moves and add player agendas. Handling entanglements presented a
challenge. Most PbtA playbooks put relationship/background questions on the
sheet itself. I wanted to keep everything on a single sheet do I needed room. Entanglements,
for better or worse, aren’t tuned to a particular playbook. So I created a deck
of 100+ cards with Romantic and General entanglements on them. I dealt players
three of each and let them pick. They could redraw if none fit their concept. It
worked well. It mixed up the threads each session and gave me more layout space.
It’s a technique I might use for other PbtA games.
I wanted to make this process easier since players might
feel out of their element. To help I made up character cards, male and female,
with pictures. On the back of each I put sets of three male, female, neutral,
wulin, or fighting style names. Those worked well; players could pick images
for their character and NPCs from their entanglements. Sherri had a final
suggestion after a f2f home game: a walk-through of the character creation
process.
CHARACTER CREATION
At the table I introduced myself and Hearts of Wulin’s
concept, “Think Crouching Tiger, Hidden Dragon with equal emphasis on
relationships and action.” Then I handed out basic moves sheets. I went through
each playbook quickly. Since each of the six have three “role” variants, I tightened
that as the sessions went on. Once everyone picked we moved through the
character creation list. As they worked, I dealt out sets from the character picture
deck. Once they’d gotten a couple steps into the process, I passed out the
entanglement cards. There’s a lot to take in so I staged it.
With everyone having a rough outline, we went around to do
quick introductions. I made notes, asked leading questions, and recorded their
move picks. Then we went around twice filling in their two entanglements. For
session three and four I used double whiteboards on the table to record names
and draw lines for the connections so everyone could see. That helped a lot.
Character creation ranged from an hour to an hour +15. We
took a break and then I threw them into the deep end. I used weddings,
retirement ceremonies, and attacks by a long-dead foes to kick off the
situations. Everything rolled out from there. We played for 2 ½ to 3 hours and
I think in almost all cases I managed to spotlight everyone’s entanglements or
at have their NPCs made an appearance.
OK, that's enough patting myself on the back. It was a good
show and I really like Origins. Now I have to get ready for Gen Con. I'm going
to be running for Magpie which will be a new challenge.
THINGS I NOTICED
- Morgan Ellis pointed out that the triangular entanglements
need to connect between PCs. He suggested asking players to include one PC in each
triangle. That’s a smart idea. It would give us at most eight NPCs in a four
player one shot. I will try that next time.
- Inner Conflict’s a good move, but I need to be explicit
about when and where it happens. I also think there might be a way to
incentivize it. I don’t want players repeatedly rolling for the same
entanglement. It shouldn’t trigger when they just run into someone from that
triangle, but when the situation becomes strained. I didn’t have any issues of
push back on this, but I can tell from my own uncertainty I’ll need to spell
that out better for GMs.
- Some of the playbook moves with rolls don’t have a stated
fail result. I want to specify those. On the basic moves sheet the Hearts & Minds move isn’t clear
about the break between NPC and PC effects. That’s an information design issue.
- I want to use an alternate XP system for one-shots so
players can advance and give weight to the XP generating choices (from PC
pressure, showing mercy). In the last session I offered XP on a Miss and gave
an XP for rolling Inner Conflict. I also made advances cost only 5 XP.
- A couple of the playbooks have roles that aren’t as useful
for one-shots. For example those having to do with travel and new places. I
should point those out those when I intro the roles.
- Finally the new playbook, The Unorthodox, worked. I think
someone picked it three of the four sessions. I did see a couple of issues. First,
it has the potential to shift the tone. Pam Alexander pointed that out after
the first session. I don’t think that’s bad, but it’s worth polling the table
about. Second, I need to be better about providing opportunities for the moves
from this playbook. John Alexander played the Prodigy in S3, but I didn’t give
him great chances to use The Golden Lion or Kid with the Golden Arm. I noticed
that after the fact.
I have three big tasks I’m going to move to next. First,
explanatory text for the players and GMs about the moves. I need to define scale,
move triggers, and marking chi. Second, I want to walk through each playbook. I’d
like to put examples for each role and talk a little bit more about what their
moves mean. Third, I want to lay out the process of campaign and setting
building.
UNORTHODOX
CHOOSE ONE ROLE
ACCIDENTAL
You say you don’t know martial arts and you believe that.
But somehow you tumble through conflicts and flummox opponents. You have a
style element, but no style or weapons beyond what you mistakenly pick up.
Maybe it’s luck, a curse, someone taught you without your knowledge. The first
time you fight a named opponent, you gain +1 Forward. However you must always
show your opponent mercy.
HIDDEN
You try to hide your martial skills. You might be fleeing
enemies, running from duty, fulfilling an obligation, or protecting someone
secretly. When you fight—against named foes or mooks—you may hide your stance.
They will not recognize your skill and consider you merely a nuisance. If you
win at a cost, you may offer discovery as part of that. On a miss your opponent
realizes you’re something unusual. If another PC tries to pierce your disguise,
resolve that as a PC vs. PC duel.
PRODIGY
You have great power, perhaps beyond your ability to
control. You may be untrained, cursed, or gifted with these technique. When you
roll your style element to Duel, Deal with Mooks, or Impress, you may roll 3d6 and take the two highest results instead
of just 2d6. However on a miss or when playing costs for partial success, you
additionally cause collateral damage to the environment or people.
AND THEN CHOOSE TWO
EVERLASTING CHIVALRY
You have +1 Ongoing when interacting with common,
salt-of-the-earth folk. You know how to show them you’re one of their own.
FEARLESS FIGHTERS
When you have your style element marked, you may opt to
continue fighting by rolling +# of chi marked (max. +3). If you do so and have
to mark chi, you instead mark Wounded and cannot continue fighting.
THE GOLDEN LION
You have a loyal pet. It has been trained and responds to
your commands. Choose two of the following tags for it: Adorable, Beautiful,
Burrowing, Distracting, Hidden, Laborer, Messenger, Mount, Mimic, Performer,
Sneaky, Tracker.
HIS NAME IS NOBODY
When you have your character walk alone into a dangerous situation
you’re aware of but they aren’t, roll and mark XP. On a 10+ something alerts
you before your adversaries take advantage; gain +1 Forward. On a 7-9, you’re
taken somewhat unawares—the enemy can act before you (even the scale, seize
something, change the locale, reveal a trap, close off escape, frame you). On a
miss you fall into their trap or ambush
MONKEY FIST, FLOATING SNAKE
When you defeat a named foe, you may humiliate them
comically if you show them mercy. You don’t mark XP but instead gain a bond
with them. You may also choose a person or group who now views your opponent in
a different way. Say who and how they now see them.
KID WITH THE GOLDEN ARM
When you try to break something which can be broken, roll.
On a hit you break it. On a 10+ you do so spectacularly or with impressive
control. You may create cracks, trace characters, shatter into powder, break
later, or collapse something massive (like an inn). On a 7-9, you simply break
it or you may take the 10+ result by marking chi. On a miss choose: mark chi or
have your breaking go horribly awry.
SHADOW BOXING
A secret group or order aid you. You may not be aware of
their assistance. Once per session you can flashback to some preparation,
interference, or negotiation they’ve done on your behalf. Describe it and roll.
On a hit, they succeed. On a 7-9 they do so with attention or reduced effect.
On a fail their interference causes you more trouble than help.
A TASTE OF COLD STEEL
When you Study a
situation looking for potential trouble, you may freely ask one of these two
questions in addition to your regular hold.
• Who here is looking to cause trouble?
• What trouble is X looking to cause?
You gain +1 Forward when you interfere with that trouble