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A tumblelog about games! Because an orc has a pie. And we love pie.
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March 23, 2006

Interesting RPGnet thread on Wushu. In case you’re not familiar, Wushu is a game by Dan Bayn that’s focused entirely on action – the mechanics basically just do two things:

  • pacing a conflict (usually a fight)
  • incentivizing free narration, where each extra embellishment on your action gets you an extra die to roll towards your ultiamte goals

And beyond that, it’s quite nearly free narration. So reading this thread (and hwo people have internalized how Wushu works) is interesting, because I see two things going on here.

Firstly, Wushu’s rules are focused towards just those two things there (pacing conflicts and incentivizing narration).

But secondly, Wushu’s rules don’t give you ANYTHING else towards playing into a genre, and it seems like the consensus is that while you can add crunch to Wushu to fit it into a genre, it runs contrary to how many people play. Getting play to fit a genre or other expectations seems to be accomplished by the group at the social level, and with the rules just getting out of the way.

So it’s both: focused rules that also get out of the way. (It reminds me of dicussions of designing what matters vs designing what doesn’t matter.)