CITY STATE ON FIRE
I backed the Feng Shui 2 Kickstarter-- full disclosure. Why?
Well back in the day I dug Shadowfist
but had already invested in too many CCGs. I skipped it despite the amazing
backstory. Instead I flipped through other people’s cards to piece that
together. So when Daedalus Entertainment’s full-color Feng Shui rpg arrived, I bought it immediately. Its reality war
concept appeal to me. I also liked how Feng Shui used the archetypes to sell
the setting. The game offered new approaches to combat. Laws’ discussion of
mooks and set-piece fights changed my GMing.
But I never actually ran Feng
Shui. We were too wrapped up in GURPS, Storyteller,
and Champions. But FS stuck in my
head. Cut forward to 2014 and a promised new edition. I backed for the
hardcover and a few choice options. I wanted to see the original odd system
married to a more modern game design approach. Feng Shui 2 was probably the Kickstarter game I burned hottest for.
But somewhere between the time I backed it and I actually got a copy in the
mail, my interest shifted. Now I wasn’t sure I could get a campaign out of Feng Shui. Our group’s devotion to long-play
also meant f2f test drives weren’t a realistic option.
But running the Thursday night TGIT online series for The
Gauntlet Hangouts has opened new options. I’ve been able to get my “boughten
& unplayed” rpgs to the table. Spoiler: while it looks like I’m showcasing
a wide assortment, I’m actually working through my backlog.
I’ve just finished up two sessions of Feng Shui 2, which I recorded. I ran from the scenario included in
the core book: “Shadow of the Future of the Apes.” So there’s spoilers in
there. If you like RPG Actual Play, you can check those out here (Session One
& Session Two)
WHERE TO BEGIN?
So Feng Shui 2.
It’s a good game. The book looks awesome; it’s well laid out
and gorgeously illustrated. It moves you quickly through the rules in a breezy
way. The designer’s voice echoes on every page. You’ll find some character
to go gaga over. Feng Shui 2 has the
massive list of them—each with different powers and a striking picture.
If I’d gotten a copy of this 10-15 years ago, I’d have gone
nuts over it.
Today, it’s not exactly what I want. Feng Shui 2 has a reason for its approach: a stunt-descriptive
number-crunchy action game. But some of its mechanics and approach doesn’t work
with how I play these days. Let me start with the mechanics.
DOES THE RESOLUTION
PASS?
Feng Shui 2 has
deceptively simple rules. Resolution’s based on a roll + single value vs.
static target number. Your margin of success impacts the result. Classic. You
only have five “stats”: Defense, Toughness, Speed, an Attack value, and
“Fortune,” fate/power resource number. That last one’s given different names
depending on the character type (Chi, Genome, Magic, etc). Weapons only have
three values- damage, reload, and concealment. Some characters have skills, mostly
for out of combat bits. But these are sparse. One archetype has eight and two
have five. Most have two. Even the
biggest character skill lists consists mostly of different trivias (“Info”).
Shticks complement the minimal stats and skills. They’re the
feats/powers/talents that give each character flavor. Each archetype has five
or six of these. But even those don’t have dense mechanics. They mostly offer
triggered effects, bonuses, or situational options. It’s all pretty minimal.
Seems like a clean, clear approach. I like a simple character sheet.
But let me swing back to that that resolution roll. It isn’t
simple one.
When you make a Task Check, you take your AV (Action Value)
and roll 2d6. The first d6 is your positive number and the second’s your
negative. Subtract the second from the first. Generally this die roll will
range from +5 to -5. That’s called The Swerve. You add the Swerve to your AV.
But remember that if you roll a “6” on either die, it
explodes. Roll again for that die and add it. This can keep going. So while
you’re usually going to end up with a zero, it can flail wildly in either
direction. I’ve had players who disliked the swingy-ness of Fate dice. They’d
flip over this.
Now also don’t forget that if you roll doubles, the final
result’s effect is amped up (for better or worse). That’s mostly color in the
fiction, but can be confusing. When I explained that to the players they mixed
up doubles and exploding dice in the heat of play. They also wanted a concrete
sense of what doubles actually meant.
Players can mitigate the Swerve a little. You can spend your
Fortune one to add a one die, +1d6 positive, to any check made. You can do that
after a roll. This doesn’t explode, so you’d better remember that switch. Also,
you can spend a Fortune to add a d6 to your Defense value against an attack. But
this time you have to do that before opponent rolls.
ON TO THE TURNS
Each combat breaks down into Sequences and the Shots that
make up that sequence. Imagine that each shot is a tic of time. You roll
Initiative at the start of each sequence: d6 + Speed. That’s probably going to
fall in the 9-12 range. That number’s the “shot count” you get your first
action. The GM tracks named baddies individually and mooks as a group. Feng
Shui suggests using a visual for this, the Shot Clock. The Kickstarter had a
nice laminated one, but you can make your own. I suspect you could get the same
effect online with Roll20’s images and tokens.
That’s important because you have to track and shift characters
on that clock throughout the sequence. When you perform an action, you reduce your
initiative by the number of shots it takes. That’s usually 3. Three shot actions
include attacking, picking things up, reloading, a running sprint. A few
actions have different costs—performing an active defense only costs one shot
and increases your defense by three for that attack. That cost pushes your next
action back, making it a hard choice.
But those mechanics and counts change up as you get to the
end of the sequence. On shots 2 and 1, characters may take actions that cost up
to 3 shots even though there aren’t enough shots left. There’s no penalty for
this, and the unaccounted-for shot cost is not carried over to the next
sequence. Actions with a shot cost higher than 3, however, do carry over. If
you use an interrupt—like defend-- during the last three shots, it reduces your
initiative during the next sequence.
When you hit that next sequence, everyone rolls initiative
again and you reset the shot clock. Some effects carry across sequences. If a
combat condition lasts a “keyframe,” that means it stays until the same count
on the next sequence. Luckily you can only have one of these effects on at a
time. The book suggests that fights shouldn’t last more than three sequences.
If you go that full distance, you’re looking at 9-12 actions per character in a
fight.
I used an app to handle this when I ran. I’ll come back to
that.
BUSTING HEADS
To hit someone you roll attack AV versus the target’s
defense. If you beat that, you add that margin of success (Outcome) to your
attack damage. That total’s called the Smackdown. But the target then subtracts
their Toughness from that and takes the remainder as Wounds. Side note: if you
want to hit someone and do something else (i.e. shooting and catching a falling
idol) you can either declare it after if your Outcome’s 4+ OR declare it before
and add 2 to target’s Defense.
Combat Process: calculate final roll, add AV, subtract Defense,
subtract Toughness, subtract remainder from Wounds.
Characters have a bunch of Wounds. When you hit 25 wounds
you’re impaired and subtract 1 from AVs. At 30+ subtract -2 from AVs. If you
hit more than 35 Wounds, they start making “Up Checks” to seeing if you stay
standing. The damage track on the sheets goes up to 60 but characters will be
out by that point. On the NPC side, you’ll usually hit Enemies in one of three
classes. Mooks go down in one hit;
named baddies can take damage like the PCs and go down at 35 Wounds; Bosses can
take 50 Wounds before checking if they drop.
Let me run those numbers on a named foe. Let’s assume a
fairly average successful roll gives an outcome of +1. Let’s say the damage
value of the attack is a 9. That’s higher than a pistol, but seems good when I
look through the character sheets. So our total Smackdown will be a ten. But
our target will then subtract their Toughness from that. Let’s say that’s
pretty low-average, so a five. That means with this average check, the attacker
does 5 points of damage.
That means, reading things straight, we’re going to need 7
successful attacks to take down that opponent. The sample fights in the book
have one named baddie per PC, plus a number of mooks equal to the number of
PCs. Let’s leave the mooks out. Some characters have powers that can easily
dispense with them in a single action.
On paper that’s a lot of successful hits. A lot of
resolutions and calculations. But it characters stats will swing this in
different directions, raising the Smackdown. But not by that much. All four of
the PCs I ran for fell into this range. Of course you then also have the combat
Shticks, but at least among our group they more added effects than pushed this
up much. Players can spend a single Fortune point on a check, even after the
roll. That adds 1-6 to that final results, but costs a limited resource that
often powers their other abilities. You can attack multiple foes with a single
attack, subtracting the number of targets from your roll. That reduces your
chance of success and your overall damage. Great for killing mooks, much more
risky for other foes.
And the dice are swingy as I mentioned above. So a few bad
rolls can drag this out and a few good rolls can cut this time. If the GM has
the big rolls, they can seriously dish out damage. Bottom line: the fights can
take a while, chipping away at opponents’ health. That’s classic for a lot of
games, so nothing inherently wrong with that. It just feels dragged out
compared to what I’m comfortable with.
WHAT’S THE PLAY?
What Feng Shui 2 offers is a game with a different tactical
space. We don’t measure space really—the book only mentions distances in a
couple of places. Instead we track time and moments. That’s combined with some
number processing which you can affect in few ways. You don’t have a whole
suite of options, but you have some choices. On top of that is the idea of big,
dramatic narration. But you’d better
hold off that narration until you see what you rolled.
In some ways it reminds me most of 13th Age mechanically, though with a more complicated
initiative system. I can imagine FS2 working for a lot of groups. And if I’d
gotten this book in 2000, I’d probably have run it hard and heavy. But today it
didn’t fit with the kinds of games I want to run/play.
This is running a little long, so I’m going to split this
into two parts. Next post I’ll talk about running online, using the app, things
that I loved, things that bugged, and how I’d try to do a Feng Shui game.
According to FengShui practices I’ve read about, having photos of family in the bedroom is inauspicious, but family photos, especially those of happy, smiling people, ought to be placed near the kitchen, as the family eats in the kitchen.. Feng Shui Rules
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