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[OOC] A Wanderer's Romance - Wuxia Duelling and Tea Contests
Pinmei observed the scholar in his stance. She knew by his reputation that the man would be a worthy opponent but in her mind she was convinced her sword would bring a victory. Yet it was unusual for a scholar with the legendary wisdom of Jen Ma to ask so many questions before a duel. Had she been foolish to answer so plainly?
She sprung forward like a panther, sword arcing upwards in a flash. A splash of blood hit her tunic. The scholar slumped to the ground.
Such a fast defeat... this was not Jen Ma. This was a trap.
A Wanderer's Romance is a game of my own design inspired by the Wuxia genre. It's a game of skilled travellers seeking worthy contests of sword, body and mind. However, this isn't China.
The world began as nothing but ocean before the Origins raised up a million colourful islands, anything larger than a few dozen miles being swallowed back down by the envious deep. Some of these immaterial beings chose to take a physical form and live in the varied lands they had created, eventually settling into the forms of men and beasts. Our ancestors.
The Origins that did not take physical form paid a great cost. They were left unable to affect their world directly, relying upon influencing men with words and knowledge, little more than ghosts. Their teachings led to our understanding of elemental balance, the formation of the thousand Legendary Styles and the universal code of combat that define our world today.
You are a great man or woman. An errant trained in both the noble art of combat and in contests of body and mind, both skillful and social. Drifting from one island to another for your own reasons, you have your own philosophy on life and the power to enforce it.
The main focuses of the game are duels and contests, which could be sword against sword, a highly strategic board game or even a drinking contest. These are not as simple as they might seem. During a duel each fighter will be making use of various combat styles from a selection of over eighty, each of which will be more suited to certain opponents. The location of the duel, preparations carried out that day and previous lessons learned from friends and rivals all play a part in the outcome.
What I'm looking for is interest from three or four players in a game of this via PbP. If there are any questions about the system or setting you can ask me here or find me in #CriticalFailures on slashnet.
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited August 2009
I certainly enjoyed the last game of your design that I played. I'd be interested in joining in, depending on what time you decided upon for the session.
I'll try not to drag the game down with my newbieness.
Fatal3RR0R on
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El SkidThe frozen white northRegistered Userregular
edited August 2009
This looks very intersting, SUPERSUGA.
IRC nature and the fact you're in Europe while I'm in Canada (and gainfully employed) makes it unlikely I could do this, though. Which is too bad- game looks awfully fun
Well I'm reading some guides on PbP play now to see if it could work. I think it's looking like a real possibility. I'll get thinking on a way to make duels/contests run without too much back-and-forth required.
El SkidThe frozen white northRegistered Userregular
edited August 2009
Hmm... That actually could be an issue with this system. If the player and GM are going to be exchanging 10 or so actions in rapid succession, we'd have to figure something out something to speed things up a bit.
Although it seems to be working okay in the Dogs in the Vineyard campaign, where there is similar amounts of back and forth. I'd be a bit worried about timezones messing that up, but if you're willing to give it a shot I can commit to being around multiple times per day.
I think the back-and-forth could be mostly streamlined. A typical combat might go like this:
1: Attacker declares their Style and describes their action, (typically Attack [make the attack roll and goto 2] or Focus [goto 3]).
2: Defender declares their Defensive style and rolls to defend the attack. Success? Goto 3. Failure? Roll to see what Damage you take. This will either end the combat or go back to Stage 1, with the identity of the attacker depending on the damage result.
3: The Defender starts their turn, going back to stage 1 and becoming the Attacker, while their opponent becomes the defender.
Relatively straightforward I guess. The only problem is that it gives the Defender a slight advantage in seeing the attacker's roll before declaring their Style, but this would only really come up for characters that know a very specific set of Defensive Styles, so I might just have to suggest tweaks of characters that step into this territory.
I'm itching to create a character for this- I'm thinking of making a Willow Branch Student staff-wielder type.
If you could get yourself in IRC some time I'd be happy to help you through it. I'm just doing the same for simonwolf now.
Otherwise I'd just need to see the 6d6 roll you need to do for a new character. If you trust me to not be a jerk I can do this in IRC myself and post you the results, as I don't have invisible castle set up yet.
Fire 3 | Water 3 | Earth 0 | Air 0
Balance 2
Specialities: Painting | Calligraphy
Philosophy: Reconcile the contradictory by acting with a clear mind.
Weapons: None
Armor: None
Styles:
Burning Calm, Student
Balance is added to Defense. Opponents can use neither Fire nor Water unless they match.
Equipment: Pen, ink, paper.
Two Color Shu seeks mastery of the pen & ink. He eagerly seeks duels which end in death, with a strange caveat--if he is defeated, his opponent must not tell any one else how he was defeated.
El SkidThe frozen white northRegistered Userregular
edited August 2009
Haha wow. That's alot of water i have there! :-0
Yeah, that's what I'll do. I didn't need fire anyway :P
El Skid on
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El SkidThe frozen white northRegistered Userregular
edited August 2009
Xin
Wandering Monk
Fire 0 | Water 4| Earth 1 | Air 1
Balance 2
Armour 0
Specialities: Archery | Meditation
Philosophy: Emotion cannot be trusted; Act and react with your mind unclouded, and you will be successful.
Weapons: Staff, Bow
Armor: None
Styles:
Willow Branch, Student
May be used Defensively. When used Defensively choose a single ability of the attacker's style to ignore.
Equipment: Staff, Hunting Bow
Xin wanders the islands seeking enlightenment and tranquility. He abandoned his family quite young after years of abuse and drunken neglect, eventually being taken in by a monastary when it became clear that he was not old enough to fend for himself.
Xin has given up all material possessions (except a staff with which to defend himself and a bow he uses for hunting) and has taken a vow never to act in anger, preferring instead quiet deliberation and reason to resolve any problems that may come up. He is, however, prepared in case others are not willing to listen to reason, and carries a stout staff which he uses to great effect on both attack and defence.
Edit: Decided on Meditation spec instead of Survival.
simonwolfi can feel a differencetoday, a differenceRegistered Userregular
edited August 2009
Here's my guy.
Shinriki
Master of the Invincible Snout Punch school
Air - 1 | Earth - 1 | Fire - 3 | Water - 1
Balance: 3 (1)
Specialities: Husbandry, Storytelling
Philosophy: It does not matter who is right, it matters who is left.
Weapons: Glaive
Armour: 2
Styles: Leaping Viper (student)
Shinriki is a true warrior, a student of many schools, and a master of one - the Invincible Snout Punch school. The ultimate technique, it degrades your opponent through a vicious strike on their muzzle, establishing your dominance over them entirely.
You may have heard that Shinriki isn't actually the master of any Invincible Snout Punch school. You may have heard that the so-called "Invincible Snout Punch school" is no more than the invention of a spirited, wild-eyed young farmer, seeking to leave his peasant life behind and be a warrior unto the world. If you have heard this, then you have heard nothing but lies and slander, and there's a punch to the snout coming your way.
Guys stop posting your characters in Streever's dumb format. I've tidied them up into the reccomended format and stuck them below
Shinriki (Simonwolf)
Air: 1
Earth: 1
Fire: 3
Water: 1
Balance: 3 (1)
Specialities: Husbandry, Storytelling.
Philosophy: It does not matter who is right, it matters who is left.
Weapons: Glaive
Armour: 2
Styles: Leaping Viper Student
Two-Colour Shu (Streever)
Air: 0
Earth: 0
Fire 3:
Water: 3
Balance 2
Specialities: Painting, Calligraphy
Philosophy: Reconcile the contradictory by acting with a clear mind.
Weapons: None
Armor: 0
Styles: Burning Calm, Student
Equipment: Pen, ink, paper.
Ma Daoning (Infidel)
Air: 1
Earth: 1
Fire: 1
Water: 3
Balance: 3 (2)
Specialities: Dance, Strategy
Philosophy: If you are in a hurry you will never get there.
Weapons: Curved Sword
Armour: 1
Styles: Dragonfly's Weave Student
Xin, Wandering Monk (ElSkid)
Air: 1
Earth: 1
Fire: 0
Water: 4
Balance: 2
Specialities: Archery, Meditation
Philosophy: Emotion cannot be trusted; Act and react with your mind unclouded, and you will be successful.
Weapons: Staff, Bow
Armour: 0
Styles: Willow Branch, Student
Simply because these four characters got in first they're likely to be the four I go with. Sorry desc and Fatal. I'm sure if all goes well there'll be another chance to play, though. Feel free to knock out a character in case we have a quitter, though.
Ma Daoning is a wanderer that prefers solitude over social, nature over man. While he enjoys the company of men, be it drinks or duels, his cold indifference eventually reveals itself as he leaves for another scene. Not one to keep any relationships, he has come to appear very sociable when it suits him but disappears just as abruptly.
When it comes to combat, he is not one of passion. Crude fighters annoy him to no end, and he often winds up in a duel simply because he cannot respect men such as those until they can prove their worth. Most men die before they do so, confirming to Ma Daoning his personal view that the undisciplined are beneath him. He travels because he seeks a new master, his previous master having been betrayed and slain. This was an inconvenience but one that is not difficult to overcome, there will be another teacher that will take him in.
Infidel on
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El SkidThe frozen white northRegistered Userregular
edited August 2009
That is a nicer format, SUPERSUGA- One change I'd like to make - Replace survival with Meditation. You know, being a monk and all.
Been doing some more prep for this and I want to give people a heads-up as to what to expect.
Mostly I plan a setting with situations and hooks rather than plots for you to act out. This means you can feel quite free to ignore certain hooks and go and pursue others.
On the other hand, this also means you should be proactive and not wait for me to shove you in the right directions. There'll be hooks, which I'll try and make appealing, but I'm not going to push you into them.
While duels and contests are obviously an important part of the game much of it is about developing the characters and exploring the setting as well as preparing for any duels or contests through Activities, choice of Location and earning Lesson Tokens, all of which are detailed in the game doc.
With regards to knowing the setting, all you need to know is presented in the boxes titled The Ocean and The Origins in the game document, as well as the section on The Code. After this you may wish for your character to know little of the world outside of their own island and its neighbours, which you can create as your fluff requires.
Okay, I'm good to go with this in a few hours. I'll have the IC thread up within the next few hours. This thread will become the OOC thread for any extended issues. OOC stuff in the IC thread such as rolls and quick questions should be spoilered.
For rolls we'll be using Invisible Castle which I'm assuming you're all familiar with.
The campaign name is Emerald Sea and you should use your character name, dropping any titles for simplicity. So Ma Daoning, Singing Sword will just use Ma Daoning.
Present standard rolls as 1 roll of 2d6 plus modifiers, noting what the roll is for in the notes section. Remember if the dice match you'll have to add your balance score manually and note it in your post. So your roll should look like this.
It's unlikely I'll be able to get a post up until tomorrow actually, I'm being interrupted throughout the day and I need to sort a few things out. We'll get the ball rolling back at a nice pace tomorrow.
Posts
SoogaGames Blog
SoogaGames Blog
I'll try not to drag the game down with my newbieness.
IRC nature and the fact you're in Europe while I'm in Canada (and gainfully employed) makes it unlikely I could do this, though. Which is too bad- game looks awfully fun
SoogaGames Blog
<- PbP would be the only workable option for me, as mentioned.
SoogaGames Blog
Although it seems to be working okay in the Dogs in the Vineyard campaign, where there is similar amounts of back and forth. I'd be a bit worried about timezones messing that up, but if you're willing to give it a shot I can commit to being around multiple times per day.
1: Attacker declares their Style and describes their action, (typically Attack [make the attack roll and goto 2] or Focus [goto 3]).
2: Defender declares their Defensive style and rolls to defend the attack. Success? Goto 3. Failure? Roll to see what Damage you take. This will either end the combat or go back to Stage 1, with the identity of the attacker depending on the damage result.
3: The Defender starts their turn, going back to stage 1 and becoming the Attacker, while their opponent becomes the defender.
Relatively straightforward I guess. The only problem is that it gives the Defender a slight advantage in seeing the attacker's roll before declaring their Style, but this would only really come up for characters that know a very specific set of Defensive Styles, so I might just have to suggest tweaks of characters that step into this territory.
Screw it, let's say this is officially PbP.
SoogaGames Blog
I'm itching to create a character for this- I'm thinking of making a Willow Branch Student staff-wielder type.
Otherwise I'd just need to see the 6d6 roll you need to do for a new character. If you trust me to not be a jerk I can do this in IRC myself and post you the results, as I don't have invisible castle set up yet.
SoogaGames Blog
Go ahead and roll for me and we can take it from there.
Two Color Shu
Artist
Balance 2
Specialities: Painting | Calligraphy
Philosophy: Reconcile the contradictory by acting with a clear mind.
Weapons: None
Armor: None
Styles:
Burning Calm, Student
Balance is added to Defense. Opponents can use neither Fire nor Water unless they match.
Equipment: Pen, ink, paper.
Two Color Shu seeks mastery of the pen & ink. He eagerly seeks duels which end in death, with a strange caveat--if he is defeated, his opponent must not tell any one else how he was defeated.
Sign up my LEGENDARY FAG please.
That means you start with Air 1, Earth 0, Fire 0, Water 4 and have 1 point left to spend.
Stick that point in Earth and you've got some Willow Branch potential.
Streever: Looks good!
SoogaGames Blog
Yeah, that's what I'll do. I didn't need fire anyway :P
Wandering Monk
Balance 2
Armour 0
Specialities: Archery | Meditation
Philosophy: Emotion cannot be trusted; Act and react with your mind unclouded, and you will be successful.
Weapons: Staff, Bow
Armor: None
Styles:
Willow Branch, Student
May be used Defensively. When used Defensively choose a single ability of the attacker's style to ignore.
Equipment: Staff, Hunting Bow
Xin wanders the islands seeking enlightenment and tranquility. He abandoned his family quite young after years of abuse and drunken neglect, eventually being taken in by a monastary when it became clear that he was not old enough to fend for himself.
Xin has given up all material possessions (except a staff with which to defend himself and a bow he uses for hunting) and has taken a vow never to act in anger, preferring instead quiet deliberation and reason to resolve any problems that may come up. He is, however, prepared in case others are not willing to listen to reason, and carries a stout staff which he uses to great effect on both attack and defence.
Edit: Decided on Meditation spec instead of Survival.
SoogaGames Blog
Shinriki
Master of the Invincible Snout Punch school
Balance: 3 (1)
Specialities: Husbandry, Storytelling
Philosophy: It does not matter who is right, it matters who is left.
Weapons: Glaive
Armour: 2
Styles: Leaping Viper (student)
Shinriki is a true warrior, a student of many schools, and a master of one - the Invincible Snout Punch school. The ultimate technique, it degrades your opponent through a vicious strike on their muzzle, establishing your dominance over them entirely.
You may have heard that Shinriki isn't actually the master of any Invincible Snout Punch school. You may have heard that the so-called "Invincible Snout Punch school" is no more than the invention of a spirited, wild-eyed young farmer, seeking to leave his peasant life behind and be a warrior unto the world. If you have heard this, then you have heard nothing but lies and slander, and there's a punch to the snout coming your way.
Air: 1
Earth: 1
Fire: 3
Water: 1
Balance: 3 (1)
Specialities: Husbandry, Storytelling.
Philosophy: It does not matter who is right, it matters who is left.
Weapons: Glaive
Armour: 2
Styles: Leaping Viper Student
Two-Colour Shu (Streever)
Air: 0
Earth: 0
Fire 3:
Water: 3
Balance 2
Specialities: Painting, Calligraphy
Philosophy: Reconcile the contradictory by acting with a clear mind.
Weapons: None
Armor: 0
Styles: Burning Calm, Student
Equipment: Pen, ink, paper.
Ma Daoning (Infidel)
Air: 1
Earth: 1
Fire: 1
Water: 3
Balance: 3 (2)
Specialities: Dance, Strategy
Philosophy: If you are in a hurry you will never get there.
Weapons: Curved Sword
Armour: 1
Styles: Dragonfly's Weave Student
Xin, Wandering Monk (ElSkid)
Air: 1
Earth: 1
Fire: 0
Water: 4
Balance: 2
Specialities: Archery, Meditation
Philosophy: Emotion cannot be trusted; Act and react with your mind unclouded, and you will be successful.
Weapons: Staff, Bow
Armour: 0
Styles: Willow Branch, Student
There, much nicer!
SoogaGames Blog
Printing up the rules now. Will read them after work. Very interested.
SoogaGames Blog
Singing Sword
[09:29] <@SuperSooga> Air: 1
[09:29] <@SuperSooga> Earth: 1
[09:29] <@SuperSooga> Fire: 1
[09:29] <@SuperSooga> Water: 3
[09:29] <@SuperSooga> Balance: 3 (2)
[09:29] <@SuperSooga> Specialities: Dance, Strategy
[09:29] <@SuperSooga> Philosophy: If you are in a hurry you will never get there.
[09:29] <@SuperSooga> Weapons: Curved Sword
[09:29] <@SuperSooga> Armour: 1
[09:29] <@SuperSooga> Styles: Dragonfly's Weave Student
Ma Daoning is a wanderer that prefers solitude over social, nature over man. While he enjoys the company of men, be it drinks or duels, his cold indifference eventually reveals itself as he leaves for another scene. Not one to keep any relationships, he has come to appear very sociable when it suits him but disappears just as abruptly.
When it comes to combat, he is not one of passion. Crude fighters annoy him to no end, and he often winds up in a duel simply because he cannot respect men such as those until they can prove their worth. Most men die before they do so, confirming to Ma Daoning his personal view that the undisciplined are beneath him. He travels because he seeks a new master, his previous master having been betrayed and slain. This was an inconvenience but one that is not difficult to overcome, there will be another teacher that will take him in.
SoogaGames Blog
SoogaGames Blog
For rolls we'll be using Invisible Castle which I'm assuming you're all familiar with.
The campaign name is Emerald Sea and you should use your character name, dropping any titles for simplicity. So Ma Daoning, Singing Sword will just use Ma Daoning.
Present standard rolls as 1 roll of 2d6 plus modifiers, noting what the roll is for in the notes section. Remember if the dice match you'll have to add your balance score manually and note it in your post. So your roll should look like this.
Carpentry Roll (2d6+2=10)
In prepartion for the IC thread launch you should each have a reason for sharing a small passenger boat to an island you've never been to before.
Edit: IC Thread now live!
SoogaGames Blog
I thought you headed over to the forest? Ah, I see. I guess I just misunderstood. Oh well :P
Once he cleared that from his mind he set out on the path because that's where he is headed anyways of course.
SoogaGames Blog
SoogaGames Blog
Oh well, maybe I'll get to pick it up somewhere along the way :P