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Feng Shui (1996)

Daedalus Publishing (original)

Atlas Games (current)

 

Date Reviewed: 2-8-2003

Critical Kobold Rating:    (5 out of 5 Dice)

Rearrange Your Furniture, Dominate the World!

 

 

“The true power of feng shui is known only to a few...

... too bad they all want you dead.”

 

 

 

     This... is a masterpiece. You should own this game. Let me say up front that Feng Shui is one of the slickest, most fun, most malleable rpgs I’ve ever had the pleasure of experiencing. This was, for many years, one of my all-time favorite rpgs.

 

     The theme of the game is based on the world of Hong Kong action cinema B-movies. You know, the kind of flicks that used to show up on Kung Fu Theater on Saturday afternoons. I’m not a fan specifically of HK cinema, but I love a good action movie, and have a special place in my heart for badly dubbed chop-sockey kung-fu flicks.

 

 

 

     Players take the roles of archetypical action heroes: maverick cops with chips on their shoulders, martial artists of superb skill, rogue hit men, retired Special Forces operatives, charismatic spies, stealthy ninja, etc. If it’s a macho profession that makes for a good movie protagonist, you’ll find it here. Besides the normal classes you’d expect from an action rpg, there are also such intriguing archetypes as cyborg, monster, sorcerer, ghost, and the ubiquitous scrappy kid.

     The background provided for the game details the effects of feng shui on the world. For those of you who aren’t familiar with the concept, the Chinese have believed for thousands of years that the world is bathed in ch’i, a mystical energy that pervades the universe. “Feng shui” is the art of geomancy, or the study of how to arrange the environment to take best advantage of this energy. Controlling the chi of an area makes the owner healthier, luckier, wealthier, and more influential.  Therefore, the more feng shui sites a person controls, the more chi they possess, and the more power they draw to themselves.

     Eventually, if you gain enough chi you can begin to actually affect the reality of the world around you; people will respond positively towards your every suggestion, you succeed in any endeavor you undertake, your physical and mental skills can soon become super-human. If any one person or group managed to control a large enough amount of chi, they could literally change the reality of the world, creating whatever version of the universe pleases them. 

     Already kewl, yes?  But, wait, there’s more!

     Add to this premise the idea of time-travel, and NOW yer cookin’. You see, in the game background, there are magical portals that act as gates between four different junctures of history: 69 AD, the 1850’s, the 1990's, and the future of 2056 AD. Characters may travel to these years by finding a portal and passing through a quasi-dimensional land called the Netherworld until they find another portal leading into a different time period.  Changing something in the past may have a disconcerting effect on events in the future time junctures. (See the movie Back to the Future for ideas on how this all works...)

     You can see the tantalizing opportunities for mayhem, can’t you? I knew you could.

     Players thrust into this world are the heroes involved in defeating the forces of evil that would harness the planet’s chi for themselves. And when we say 'forces' plural, we mean it. There are so many groups vying for domination of the world’s feng shui sites that it’s often hard to keep them all straight. (Especially since at any given time, these disparate groups may either be peacefully cooperating, or plotting to utterly destroy each other. Depends on their mood that day...) There are eunuch sorcerers from ancient China, a fascist militant world government of the future and their archenemies the pyromaniac intelligent apes. Then there are transformed animals who look like humans and control the modern world as you know it, as well as shaolin monks from the 19th century who despise both magic and technology. And that's just to name a few of the major factions.

     PCs are expected to go up against baddies from all over the timeline, laying out the whoop-ass in heavy doses. The emphasis in this rpg is on the action. The fights should be frequent and cinematic, with flying bullets, exploding property, car chases, kung fu showdowns, daring escapes, and witty one-liners the order of the day. 

Character Generation

     PCs are created from archetype templates. Each template, such as Old Master, Karate Cop, or Techie is based on a stereotypical action movie character. Just decide what type of action hero you wanna be, and there’s a template for you. Each archetype has four attributes: Body, Chi, Mind, and Reflexes. Beneath each of these attributes are 3 or 4 sub-attributes.  For example, under Body are your Move, Strength, Constitution, and Toughness stats.  

     Stats usually start at around “5”, a pretty average human score, in most attributes (except Chi, which is usually "0" unless your archetype is spiritually or magically attuned to the world’s mystical energy). Stats may be increased at character creation, and later in the game by spending XP.

 

     Stats that start creeping up beyond 10 are well above the average citizen’s ability, and stats that sneak up into the teens are phenomenal. It’s these high stats that make the PCs in Feng Shui heroic. PCs should be able to pull off some spectacular tricks in this game, like their favorite movie idols do, using their above-average skills and abilities.

    In order to pull off some of these tricks during a session, each PC has a convenient selection of Skills. These include martial arts, weapons training, medical training, technical proficiency, forensics, driving, investigative training, even deceit or seduction. The game is fairly fluid on the use of these skills, with their applications being liberally applied to encompass any aspect of the game. For example, Intrusion can be used to sneak around, to disconnect or identify security devices, rappelling, scouting an area, picking locks, picking pockets, cracking safes, etc. Any explanation as to why Intrusion could be used in your current situation is probably going to be OK’d by the GM. 

     Finally, each character will have a few choice Schticks. Schticks are the defining talents of a PC, the common movie gimmicks that all good heroes possess. There are two kinds of schticks in Feng Shui; Gun Schticks and Fu Schticks.

     Gun schticks are such gun slinging staples as quick drawing, lighting-fast reloading, sharpshooting, and firing two guns at once. Fu schticks are martial arts maneuvers that help your PC kick even more ass, such as attacking multiple targets at once, stunning opponents with a touch, or avoiding attacks against you with superhuman evasive speed. Your schtick types and number are determined by your archetype during PC creation, but more schticks may be chosen by spending XP later on.

     EDIT: With the addition of the Jammer sourcebook Gorilla Warfare, Hardware Schticks have been added to the mix since this review was originally written. These new schticks represent bionic or robotic limbs and gadgets.

 

Mechanics

     Any action a character takes is based on one of their attributes or skills. For characters with high ability scores and the appropriate schticks, running straight up a building wall vertically, hanging by your fingertips from a jet plane wing, or dodging effortlessly through a hail of machine gun bullets is no problem.

     Feng Shui uses a simple system to resolve any situation calling for dice rolls. A Difficulty number is assigned to any task, from punching an opponent to fixing a car to hacking a computer. Simple tasks may rate a Difficulty of 3 (such as bandaging a scuffed knee) while seriously hard tasks may rate an almost impossible Difficulty of 20 (sewing your arm back on with dental floss after a grenade removes it at the shoulder). 

     Players use their appropriate stat as a base number, then roll a pair of six-siders, one negative and one positive. Any sixes are re-rolled, with further sixes adding additional rolls, ad infinitum. This is great if it’s your positive d6 rolling the sixes, thus increasing your success rate, but it sucks ass when your negative d6 is pumping out the sixes...

     Your rolls are summed, and this sum is then added to your base Skill stat. If your dice roll plus your skill score is higher than the Difficulty of the task, you succeed! If you seriously blow the roll, you may Fumble, which can mean a catastrophic failure. Naaaaasty things can happen on a Fumble. Guns can backfire, brakes go out on a careening vehicle, explosives may prematurely ignite... whatever Murphy’s Law dictates would be most annoying, you can bank on the GM dishing out.

     A final note on the combat system of Feng Shui... NPCs are broken down into two roles, "Unnamed" and "Named". These connotations come from the movies.

  Named  : The main villain and any important secondary characters have names, and the audience gets to know them during the film. In Feng Shui, any character with a name is much harder to kill, on the level with PCs. They have skills and goals, and the GM has put thought into them.

  Unnamed  : These are the swarms of unimportant bit roles. Usually the label "unnamed" is applied to the various guards, spies, and minions making up the armies of underlings controlled by the villains, but the term is also applied to any NPC who is not relevant to the overall adventure and therefore not important enough for the GM to have bothered giving a name and background to. Unnamed bad guys, derisively called mooks, can be mowed down by the dozens by skilled PCs. Rather than tracking wound points for unnamed characters, they simply go down for the count if a PC scores a high enough attack roll.  (Picture the scene of Bruce Lee beating the living snot out of an entire army of pitiful lackeys in the tunnels below Han's lair in  Enter the Dragon, and you've got the idea.)


      The GOOD      

     The simplicity and fluidity of the system make it a true pleasure to work with. Any referee who’s sick of pages of charts, lists, and graphs will fall deeply in love with this resolution mechanic. (The game is meant to be played fast and loose, and so GM’s wishing to forego the dice altogether and wing it are encouraged to do so!) A very economic system that works well in any game situation.    

     The background of the Secret War, factions vying throughout history’s timeline to control the world’s feng shui sites, is rich and detailed enough in the main rulebook (and detailed further in the various faction sourcebooks) to keep a gaming group occupied for a good long time. The game designers went to extravagant lengths to build a complex yet useful setting, while leaving plenty of room for GM’s to utilize their own ideas within that milieu.

   However, while background material is supplied in abundance in the main rules, gamers are under no obligation whatsoever to actually use any of it. The game mechanics work perfectly well for designing ANY type of role playing game a group may want. There’s nothing that says a Feng Shui group can’t play a gothic horror campaign, or a sci-fi space opera, or a medieval fantasy, or a modern police campaign, or a western, or a WWII historical campaign...  anything, man, you see what I’m saying? The options are endless. True, straying too far from the premise of the game will render the background sections of the book moot, but I recommend this rules system for both fledgling and veteran gamers. 

 

      The NEUTRAL      

     I know the authors drew their inspiration from the HK cinema, but they take that homage a little too far in the rules. In both the main book, and in a few of the sourcebooks, a great deal of time is spent describing Hong Kong; the city, the territories, the people, the lifestyle, the movies, even its own rules for chi flow. OK, maybe you’re into the idea of using Hong Kong as your base of operations, but I haven’t the faintest interest in the little land of Hong Kong. I’m sure it’s a fascinating place filled with friendly people, but there are far too many other places I’m much more familiar with that I’m basing my games out of. I feel a little cheated when so much ink/ page space is used to describe one locale for the campaign. It'd be better if the authors were a little more generic in their game setting material. 

 

      The EVIL      

     The game breaks fights down into “Shots”. Each action a PC takes costs a certain number of 'shots' worth of time. Firing a gun at someone or trying to punch them is a standard 3-shot action, for instance. Each fight turn, called a “Sequence”, is made up of a varying number of shots, determined by initiative rolls each turn. So, in a Sequence that has 12 shots, your PC would be able to take four actions that required 3 shots each, or two actions requiring six shots, or what have you. So, the faster your actions, the more stuff you can do in one fighting turn. 

     Thanks to such things as widely differing initiative rolls, varying shot costs for actions, and opponents’ schticks that can delay your own actions, PCs and NPCs end up all taking their actions at all sorts of different points during the fight Sequence. When there are many people involved in a fight, this makes for some odd bookkeeping. It’s actually suggested in the rules that you use a counter to determine who’s acting when in a given Sequence. For a game that prides itself on free-wheeling action and cinematic fight choreography, it seems like a prohibitively clunky system for figuring out who kicks whose ass when.   

     This is, in the face of all the great aspects of this game, a bizarre quirk... considering how streamlined the rest of the game is, this discrepancy stands out rather obviously.  In all honesty, this is the main reason I don't use Feng Shui as my default game system; I can't stand the Shot Clock mechanic. And because it's an integral part of Schticks and combat, you can't just toss it out in favor of more traditional initiative or timing rules.  


SUMMATION

     I strongly recommend checking out this game, even if you only want to mine the setting material for use with another system, which is what I'm now doing. As the last decade has gone by, I find that the actual mechanics, while sleek in idea, have some clunky drawbacks that slow down my cinematic action sequences far too much. I'll be converting my next Feng Shui campaign to another system. But, I'm keeping all dozen of my Shui sourcebooks so that the core background and awesome setting concepts can be kept intact. Where else are you gonna hear a phrase like, “I leap off the hovercraft onto the back of the winged cyborg panda, and as we spiral towards the rice paddy, I open fire on the eunuch wizard’s ogre pikemen with my MP40 submachine gun!” 

    If you want a taste of what exactly I’m talking about, I highly suggest you go out and rent Big Trouble in Little China. There are other movies that have the flavor of  Feng Shui, but this is an American-made flick that has all the elements involved in a good Shui session wrapped up in a tidy package. The tongue-in-cheek play style, the fantasy elements, the clichéd heroes, the action, it’s all there. 

Now you too may possess the powerful kung fu, young one.

 

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