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AWushuGuideToWushuGuides

A Wushu Guide To Wushu Guides

by Daniel Bayn

[comment author="Russell"]I've reposted this from Dan's original thread on the Forge, which includes a few more posts on the subject.[/comment]

As many of you may know, I recently released the Wushu core rules under a Creative Commons license. The big idea is to encourage others to publish their own Wushu games and supplements, but that just gives you Motive and Opportunity. It occurred to me that I could do a little more to help with the Means. In the course of writing Pulp-Fu and Wire-Fu, I've learned a few things about adapting Wushu to various genres. At least one of those things directly contradicts my system monkey instincts and, I think, those of most role-players...

Lesson #1 - You rarely need new rules.

Wushu's core mechanic can emulate any genre because it allows the GM to reward pretty much any behavior they want, and to veto anything that's not appropriate. Therefore, you'll rarely need to create new mechanics to reinforce genre play. Even a rabid minimalist like me loves creating new mechanics, but make sure you really _need_ them.

Lesson #2 - Provide a comprehensive list of genre Details.

Because Wushu relies so heavily on the players' command of their chosen genre, any Wushu Guide needs to spell out the kinds of Details that are evocative of that genre. That doesn't just mean stunts, it could also include literary flourishes, first person monologues, signature imagery, special effects, and so on. This is _the_ essential feature for any Wushu game.

Lesson #3 - Teach by example (of play).

However, simply cataloging the essential elements of your genre isn't enough. A good Example of Play shows your reader both how to use the Wushu rules and how to recreate the genre through their Descriptions.

Lesson #4 - Don't forget the characters!

Just as with stunts, Wushu gives you the freedom to create nearly any character you want and relies on GMs to make sure the results are appropriate for their game. Again, the best approach is to teach by example, so make sure to include enough Character Templates to cover all your genre's archetypal protagonists. (I usually throw in a little literary deconstruction, too, but that's optional.)

Lessons 2-4 represent a checklist for writing Wushu games. Fill in those three blanks and you're well on your way to a working draft! Just keep Lesson #1 in mind and don't write any new rules you don't really need. Simplicity is a virtue.


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Page last modified on February 16, 2006, at 01:18 PM