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Making a Kung-Fu style in Lone Wolf Fists PART 1
Development on Lone Wolf Fists proceeds apace: just put a bow on the GM chapter this week. For those of you keeping score at home: that gives us the holy trinity of Rules, Character Creation and Process that you need to run campaigns. If you’d like access to those rules and you aren’t already, drop me two monthly dollars american and you can start that home game I like to imagine you’ve been planning these last few years.
Yeah it’s a plug. Don’t judge me, this is how I afford art! |
As the process for making this game evolves, I’ve found that I’m developing something of a technique for making new Kung-Fu styles. This is exciting for me, because I feel like the lifeblood of this game is going to be an ever-increasing library of styles both official and guerrilla. Up til now I’ve struggled to hammer down anything that’s readily repeatable by others for making styles; some principles have emerged, though, in this latest musing that I think will further demystify style creation.
Step 1: Lead with inspiration
There are three images that got stuck in my brain recently. In no particular order:
I wasn’t, in other words, considering an unfulfilled tactical niche or pondering some high-minded trinket of untapped rules space. I had cool images in my head and I realized the reason they were stuck there was because I hadn’t put them in the game yet.
I think that’s a really important philosophical truism of design for this game: it’s vision-first, mechanics-after. Its real, real easy to bust this game; just throw the cost/reward equation for a Technique and it’s a “one-true-way” and sucks. You have to come to come to the system with good intentions; you have to come to it trying to bring something awesome into it. If you design to break it, it’s fucked.
That was revelatory. To prevent the rules-first design that plagues games like Pathfinder, you just can’t start with rules. You’ve got to start with what a soulless business-type would call a “creative vision” but I’ll have no such charity for: you’ve gotta start with a kickass idea.
In this case, my idea was “Man, wouldn’t it be cool for those five things to be in a style?”
Step 2: Write the moves that leap out at you
Continuing with this unintuitive “stream of consciousness” design, I also discovered that you can’t look at the grid of necessary Techniques that comprise a style and try to fill in the blanks. That way lies fucking boredom; box-ticking and space-filling and mechanics-first decision making.
This thing, which I just created to tell you to ignore it |
Instead, I find that trying to articulate those images into the rules was the better doorway. You can think of them in terms of tiers later; getting the big ideas on paper is the more important thing at this stage.
Pictured: inspiration? |
- Forms are tricks and specialties of the non-magic part of the style: IE; crane style would be kicks, drunk monkey would have some rolls or feints.
- Novice techs are the signature power moves or a fighting style; Guile’s sonic boom, Scorpion’s rope-dart-grab, Ryu’s hadoken. Flashy but quick and easy to pull off, they’re staples of the style.
- Expert Techniques are special power moves, the “Hissatsu waza”, the fucking Kamehameha waves and special-beam-mistranslation-cannons and such that feel awesome to pull off and horrifying to defend against.
- Master level are those unfair “boss only” bullshit moves that are way too powerful for puny, pathetic PCs to get their grubby mitts on. Tessai’s stone-skin technique, Goku’s Kioken, or literally anything that cheesy bitch Amakusa throws at you in the first Samurai Shodown.
- Supreme Techniques are less kung-fu and more nuclear missile. They don’t so much end fights as they end civilizations. Alternatively, they make you into some kind of god. The Spirit bomb/Genki Dhama, Genma’s ludicrous immortality, that last comsic breath that wiped out NeoTokyo in Akira, that kind of shit.
Look at this sexy beast |