As I continue to work on modifying the Open d6 System for a Wuxia/Tianxia* style game as a revision of Flying Swordsmen, I'm struck by a few thoughts that make me hesitate.
One, which I know I've discussed before in relationship to my Asian-inspired fantasy games, is that of authenticity or at least getting the tone and feel right. Yeah, I'm a White dude, born and raised in the Midwest, but who has lived more than half of my life in East Asia, learning the languages, the cultures, the ways of thinking. Obviously, I don't get it as deeply as someone born and raised here. But I think I do understand it well enough to get a passable game setting. But I still have those nagging thoughts that I'm just making another version of "D&D in Funny Hats" (which was what I was blatantly doing with TS&R Jade).
The second, which is related, is how to properly set up game systems that will motivate play for this sort of game? While there is an aspect of monster-slaying and treasure-hunting in Tianxia fiction, and a bit of that in Wuxia fiction, the typical D&D trope of slay the monsters and take their stuff, XP points accumulate just doesn't work as well for the sort of game I want to run. Flying Swordsmen has always started out great, but the games peter out pretty quickly because players flounder without simple goals like "go get the treasure."
The action may be what draws people to the source material (especially the films/TV shows), but it's the character drama that really makes Wuxia interesting.
There's a part of me that thinks the authenticity part is not so important anyway. It's a game. Games are meant to be fun. Catharsis is fulfilling, but it's not always fun. Escapism is nearly always fun. So should I just not worry about it, and make another escapist game with Asian tropes? I could, but I've already done that (and done it well, I think).
This time, I want to get a game that actually rewards playing not just a cool martial arts mystical warrior, but playing up the rivalries with other students or sects, difficulties with dealing with your sifu who is really good at kung fu but a shit person otherwise, or having to be torn between your duty to society (or family, or the king, or religion, etc.) and your desires for how you want to live your life.
For people equally well-acquainted (or better acquainted) with the Confucian Heritage Cultures (CHCs, as they are sometimes referred to in academics), this won't be a problem. I can present the rules, they will understand the tropes, and be able to work them in easily as they wish. For people not well-acquainted, I'm either going to have to write a cultural treatise on the subject, or else simply find a game mechanic system that will encourage this sort of thing within the rules.
I don't think I am up for the whole treatise thing. It's not my real area of academic endeavor, and it would take a long time and a lot of the people who need it would probably just ignore it, or misinterpret it anyway. So it feels to me, as I sit here today, like it will be a wasted effort. Those who wish to learn this stuff can find all sorts of resources online with just a simple Google search anyway.
That leaves me with game mechanics.
What I've got so far, is copying games like White Wolf or PbtA where they have a series of questions for each player to answer at the end of a game session. How did you do this? Can you provide an example of that? Show how you avoided doing this? For each question the players can give that plays to the tropes of the genre or leverages these Confucian relationships, they will get a Character Point. For each example where they break the tropes or go against the social expectations that Wuxia fiction demands.
Of course, then we get into discussions of railroading, metaplots, quantum ogres, and all that sort of thing. I'm not going to get into that right now, but I will say that from my experiences with Star Wars d6, if the players know they are in it for the immersive emulation experience (they want to experience what it's like to be a character in the SW universe), they will put up with more manipulation by the referee than they might otherwise with a more sandboxy D&D game.
Until I can think of a better mechanic to try to encourage play that is more than just "beat up that guy, take his stuff" in a subtle fashion, I think this is the way to go.
*Wuxia is very human-focused, Tianxia is more fantastical
I also have a wuxia dream project, not to be worked on anytime soon, and the "XP for what?" was my first concern too. For now, the idea is to use this:
ReplyDeletehttps://alchemistnocturne.blogspot.com/2023/03/monks-and-mummies-advancement-v2.html
Maybe it helps. Will monitor your work, im so very much in this thing, pal.
Chaosium's Pendragon had the system of Virtues, Vices and Passions which often prodded players to favour actions and goals in line with their character's culture to earn Glory. It worked well for reliving the Arthurian legends.
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