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Wandering Blades RPG Quickstart

Lethal wuxia melodrama in an old-school inspired tabletop RPG package by Daniel Kwan · By Daniel Kwan

Wandering Blades Wish List

A topic by Daniel Kwan created Jan 14, 2024 Views: 1,055 Replies: 20
Viewing posts 1 to 9
Developer (2 edits)

Are there features or sections of the final Wandering Blades core book that you'd like to see? Anything that you believe would be helpful? Are there other genres you'd like to see this system applied to?

Post them here!

I would love to have dedicated sections of the book to lore about the world of the Wandering Blades, the jianghu and perhaps even the world outside of the jianghu.

The combat system right now looks really cool, but without more context about the world of the Wandering Blades, it might be difficult to begin roleplaying without a foundation to go off of.

In particular, I would love  more information on the different Martial Art Sects featured in the Youxia class section, it could help with character creation and help create connections with NPCs and help build the jianghu the players will be a part of!

I think in the vein of lethal melodrama, I would also wish for mechanics to facilitate that, whether it be rolling for a tragic event that spurred the players on their journey, or rewarding players making dramatic moves!

If there's anything else I can think of I'll continue posting in this thread!

Developer

We definitely have plans for that!

I’d love a section of random tables where you could roll up an adventure with factions, NPCs, and plots/schemes. Having something to riff off of when coming up with adventure scenarios is a godsend. Plus it could be a great way to show what Wuxia adventures might look like for a newcomer. Something similar to the adventure tables in Vaults of Vaarn would be cool! 

Developer(+1)

Great idea! We are going to be working with a translator to make tables for names, but additional ones for factions, NPCs, and plot hooks is a great idea!

I know this is OSR, but are there plans for a skill system?

Developer(+1)

Not at the moment, we want folks to be as creative as possible and to align with the "rulings, not rules" and "player skill over character skill" ideas. That said, certain classes like the outlaw (coming out soon) will have talents akin to skills that align with narrative themes. 

(1 edit) (+2)

I feel that some guidelines on creating techniques from scratch would really help GMs flesh out their martial worlds.

Developer(+1)

Great idea! I've been working on a "structure" for GMs to do this!

(+1)

good to hear. 

(2 edits)

A variant ability for the Youxia that allows for characters to use unarmed strikes (palm strikes or clawed fingers) instead of a weapon.

Another thing is that techniques in wuxia novels (especially Jin Yong, less so Gu Long) often fill the role of magic items you see in other OSR games; hidden, powerful discoveries that define the character. Typically these techniques allow a character to forge their own destiny rather than adhering strictly to a sect, especially when they are in conflict with any masters of their sect

Characters often move between different sects and I don't know if that is applicable to this game

Developer(+1)

Great suggestion(s)!

Given the short form nature of games (1-5 sessions), I opted to design the youxia around a fixed class. Now that said, I don't see why a player couldn't choose to switch their sect (and associated sect ability) through the course of a story. This would give them the starting sect technique(s) and then access to the others!

As for unarmed strikes, it could be an easy case of adding an amendment to the "signature weapon" ability to include their literal body!

On the note of "magic item" equivalents, I've actually written a section on martial arts manuals in the core rulebook manuscript!

Awesome! Sorry if I seem a bit curt, my hand is broken

I thought only the quickstart was for short-form games not the full book. But that makes sense

Developer(+1)

That's totally alright! I hope your hand recovers soon!

(1 edit) (+1)

Optional rules for xianxia elements, cultivation that could uplift the PC to the level of operating as gods through martial arts and special katas and internal cultivation. 


Also, optional modern-day setting where old jiangshi rivalries have lasted into the modern day. How have techniques shifted with the times? 

Developer

I'll see what I can do! 

I realize that isn't the main thrust of your game, but it is the game I've been looking for. I'd certainly see it as a non-mandatory supplement, after you've had time to establish the main game. After all, the game you described here is also serving an underfulfilled niche. 

Developer

That's still good to hear, and one of the reasons why I set up this wish list. There are a lot of things I want to try with the system once I've got the main game finalized, and xianxia is one of them!

I +1’d for the xianxia elements. I’m not well-versed in either genre to be fair, but I like the idea of optional rules to incorporate more supernatural elements (eg demons, magic items?) and I believe that’s more xianxia?

Please correct me if I’m wrong!

(1 edit)

Any thoughts on optional “extended play” rule? I do like the straight-forward exp/level system you have already! (reminds me of Kevin Crawford’s work)

I’m just thinking of running a longer game (ideally every other week for a year-ish) which is my typical format since we don’t get much done per session an ‘adventure’ tends to spread over at least a few sessions.

I can also house-rule it easily, I just know the “system mastery”/mechanic focused players might see 5 levels and think there’s not much room to plan/work with (ie their form of play outside the game sessions).

Off the top of my head I could do exp at the end of adventures, check the math and extend the levels beyond 5th, or hand out less exp each time. (Of course narrative/arbitrary levelling is also an option)

Context note: This is me just skimming the quickstart and having backed the KS I haven’t run it yet or given an in-depth read, so a grain of salt should be taken with this feedback :)

Developer

Hey James! Great question (and to be compared to Kevin Crawford's work means a lot)!

I thought a lot about how many levels to provide each class. Since I envisioned Wandering Blades as a toolkit for wuxia movies and for the combat to be highly lethal, I opted for a lower maximum level. 

That said, even with the the current exp system, you can still engage in a longer form game (if the characters survive) if you include martial arts manuals. Rules for these aren't in the quickstart, but to put it simply...they enable players to trade exp for martial arts techniques! This way, you may have lower level characters with powerful techniques fighting alongside higher level characters with standard ones!

If you have any other questions, please don't hesitate to post here or on the Wandering Blades Discord server: https://discord.gg/y4C3vynp8q