Robert FisherJust thinking out loud WushuIf you register and log in you can add comments to my pages. If viewing the main blog page, click the # underneath an entry to comment on it. My attempt to grasp, explain, vary, & otherwise muse upon Wushu (...in progress...) Wushu is a role-playing game. Although, it might be better described as a collaborative story-telling framework. Originally designed to emulate action movies, it has proved quite flexible. Wushu is played in scenes. Each scene has a goal established by the GM. Each scene is divided into rounds. Each round consists of two phases:
During the narration phase, each player describes what happens that round. The only limits to what a player may narrate are:
Every person at the table—player or GM—has the power of veto. Despite its name, vetoes are not meant to be confrontational. It simply means, “That seemed out of place in this particular game.” Vetoes are resolved by consensus. If a veto stands, the narrator must redo his narration. The other limit on narration is that you cannot narrate achievement of the goal until the end of the scene. The right to narrate achievement of the goal is the coup d’grace (which will be described below). Each detail a player adds to his narration earns a die to be used during the resolution. The GM may establish a cap for the scene on the number of die that can be earned each round. A detail may be anything. Note: The narration does not depend upon the resolution. What is narrated happens. The resolution determines:
For the resolution phase, each player splits the dice he earned during the narration phase between:
Each player chooses one of their character’s traits that is most applicable to their narration for that round. (Traits will be described below.) Each trait is rated from 1–5. Each die that equals or exceeds the trait is a success. Things left to cover:
Ideas for games:
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