Archive for the 'Mist-Robed Gate' Category

Dance Movies

2008 Oct 31

So I just watched Step Up 2 The Streets, the ultimate Halloween movie. And I was thinking, you could totally do this in Mist-Robed Gate. Whenever someone doesn’t want to make a choice, you have a dance fight. Now, most roleplayers probably aren’t used to describing dancing as well as they’re used to describing crazy attacks and defenses, but, with a little practice, I bet folks could turn out some wicked dance descriptions.

Also: Bollywood. Oh, yeah.

Ashes of Time Redux

2008 Oct 10

Last weekend, I was looking at movie trailers and was stunned to see one for Ashes of Time Redux, a new director’s cut of Wong Karwai’s unknown (in the West) 1994 arthouse wuxia masterpiece. The NYTimes review gives an okay sense of the feel of the movie, but has no clue about the content or where it comes from.

Ashes of Time (literal Chinese title: “The Evil of the East, The Poison of the West” referring to the two main characters’ nicknames) is like the Watchmen of wuxia, since it takes Jin Yong’s Legend of the Condor-Shooting Heroes, the most famous modern wuxia novel, and totally deconstructs it, showing the aging heroes as alcoholics, going blind, feeling sorrow over their wasted lives, going insane, etc. The movie ended up taking so long to make that Wong shot two other movies, Chungking Express and a comedy parody of Jin Yong’s novel, during breaks from shooting, using the same cast, sets, and costumes in some cases.

In the history of arthouse wuxia, which would eventually give us Crouching Tiger and later ‘wuxia blockbusters,’ Ashes of Time is only really proceeded by Ronny Yu’s 1993 film, The Bride with White Hair, which contains half the same cast (Leslie Cheung, Bridgette Lin) and probably started filming after Ashes. Another early 90’s film with some of the same traits is Tsui Hark’s 1993 Green Snake, but it’s a bit sillier, even with Maggie Cheung in the title role.

All of which is to say: see this cut of Ashes if you get the chance. It’s a really bizarre, moody take on wuxia, but it’s definitely worthwhile.

Book 4: Air

2008 Aug 21

Dev and I have been talking about playing some Avatar, maybe something like this:


Aang is busy being the Avatar, while Zuko is busy being Fire Lord, but they each have a mystery that needs solving. Aang wants to know if any Air Nomads or sky bison survived the Fire Nation’s genocidal attack and, if so, where they might be. Perhaps they hid among the other three nations, hiding their identities, intermarrying, having children, but secretly preserving some relics of their heritage. After 100 years, it may be difficult to discover the truth but, if balance is to be preserved in the world, there must be Four Nations, not three. (Yes, a bunch of awkward questions about intercultural identity, the “rightness” of resurrecting a lost culture, and what it means to be an Air Nomad these days if you can’t airbend!) Zuko, on the other hand, is more interested in discovering what happened to Ursa, his mother and the former queen of the Fire Nation, which of course is related to the surviving Air Nomads / sky bison.

Since they and their close allies (the main characters from the first three seasons) cannot undertake these missions themselves, they have entrusted them to some other kids — the player characters — who can include both minor characters from the series (Haru!) and some the players make up.

We talked a bit today about hacking my original rules together with Shreyas’ Mist-Robed Gate to make a set of guidelines that we’re happy with. I’ll try to post about those sometime soon.

Updated Priorities

2008 Aug 21

Now that Geiger Beta is out, it’s time to take a break from that and give people some time to play it and make comments. Which means I can finally think about other things.

Dev recently said that he wants to play the Avatar game, which means I need to tweak it a bit. I might just end up blatantly stealing the fight mechanics from Mist-Robed Gate, because I think they’ll work mighty well. Then a few other tweaks and we’re off. The Avatar game still gets the most hits of anything on my website, so perhaps I should just release it through Bleeding Play in PDF form, once we playtest it a bunch more.

Push is definitely near the top of the list. I want to get the other articles from Push 1 up in HTML format on Bleeding Play, make the link to the PDF more prominent, type in the edits to her article that Em sent me months ago, and get Push 1 set up on Lulu so people can order print copies at cost. I also want to start getting some of the stuff from Push 2 up. Eero and Bill’s articles in particular are things I’ve been sitting on for many months. I just need to edit them, ask for a couple corrections from the authors, and post them up there.

Currently, it looks like Transantiago development may move to Secret Wars for a bit, since Shreyas has agreed to help me work on the passages from the rules that are supposed to be read aloud during play.

And then there’s Fingers on the Firmament, which I’ve been thinking about a ton and can’t wait to get to. Development-wise, I think it comes right after Transantiago, since Justin is still focused on getting the John Rain game done. It will rock some serious socks. Honestly, after playing 4th some more, I’m also interested in seeing the changes they’re coming out with for the GSL, on the outside chance that Firmament might be able to mine some of the better parts of the new edition. We’ll see.

Then, on the outside, things I still want to finish some day:
The Snow Queen

Evolving Interaction Methods

2008 Jul 18

Cross-posted from Story Games.

I feel like there could be a really potent mechanic that combines ritual negotiation (like the blade method or Polaris‘ ritual phrases or Mridangam or Waiting/Tea or Kazemaki Kyoko Kills Kublai Khan) and character evolution (like Keys in TSOY), but I haven’t quite put my finger on how that might work yet. Like, how cool would it be if each player could develop their own ritual negotiation method and have it change and grow over time, as a metaphor for developing your character’s fighting style and learning from others through training or fighting with them? Figuring out how different negotiation methods could interact would be the hardest part, but that would be totally boss. If we could do something like that, it would open up a world of different design and play possibilities…

Mist-Robed Playtest: Fist & Claw

2008 Apr 18

Cross-posted from Story Games.

Wednesday night at Story Games Boston was, as far as I know, the third face-to-face playtest of Shreyas’ wuxia heartbreak game, Mist-Robed Gate. M-RG is unique in that the central mechanic of the game involves using a knife (in our case, a tiny metal sword) to negotiate outcomes and threaten other players. To kill someone, you actually stab their character sheet. If you want to delay making a choice about what to do with the knife (the knife is about making hard choices), you have a kungfu fight instead. It’s pretty delicious and is clearly about 80% there, since it’s already quite playable.

Elizabeth posted about the first playtest over at the Forge, which Shreyas responded to at Summerbird. Then, Meg and I posted about the second, 11-person playtest in our respective blogs (Thou and One, Fair Game).

For this playtest, I used a new character sheet for M-RG that I whipped up earlier in the week.

We decided to play the game in a fairly generic, imperial era, fantastical China. The starting factions that we came up with were The Jade Fist, a criminal society hoping to restore the previous dynasty; The Jaguar Claw, the elite soldiers of the current emperor; and The Western Paradise Society, a crazy religious group that didn’t want an emperor at all.

The characters we came up with, in the order of scene framing, included:

The Hammer from Hunan
Whiskers Lu
Boss of the Jade Fist
– Silver Threads
– Trickling Water
– Blackpower Arts (explosives)

Thorny Path
Golden Moon Li
Local Constable Seeking a Killer
– Thorny Vines
– Rain and Thunder from a Clear Blue Sky
– Determination of 1,000 Cuts

Purity’s Blade
Far Cloud Wu
The Deady Killer of the Western Paradise Society
– a Closed Lotus
– All-Filling Pure Sunlight
– Discriminating Blade

Leading Follower
Ken Wu
Second in Command of the Jaguar Claw
– Golden Dog
– Chaotic Winds
– Gigantic Hammer

The Invincible Butcher
Bright Moon Lu
Commander of the Jaguar Claw
– Red Robes
– Worked Iron
– Buddha Palm

Dawn Petal
Seven Stars Wen
Mother to the Sole Surviving Heir of the Previous Dynasty
– Pink Flower Petals
– Rising Mist
– Scarves & Fan

Play was fast and furious. In the opening scene, Eric’s character cut off the hand of the sole heir (who’s just a boy) under a waterfall and then, for a time, carried the severed hand around in a bucket of water. He was very No Country for Old Men-style crazy.

Back at the lair of the Jade Fist, Adam’s exiled princess tried to get my boss’ thuggish compatriots to participate in a tea ceremony, but then the heir’s unconscious body was brought back. My character went out to hunt down whoever had done this to our future restored emperor, but stumbled upon Dan’s constable instead, who was hunting down the insane monk who killed his entire village. We mistook each other for Eric’s character, which was great, and had a throwdown fight in the mud. Dan’s character won and seized control of the band of robbers from me, hoping to enlist us in hunting down the monk, which we were already somewhat inclined to help with.

Meanwhile, the mad monk and the disposed imperial concubine meet at the Western Paradise Society’s temple headquarters. Eric’s character pours the hand-containing bucket of water over the alter to their gods, while Adam’s shocked princess stares. They pass the sheathed sword back and forth in negotiations for a while, finally agreeing that the monk will ensure the heir reaches the Pure Land… so they think. Negotiations with the sheathed blade are always merely implied, so things were very uncertain.

Then the Jaguar Claw discovered us and launched their assault. Dan’s constable, the new chieftan, bravely led the fight to repel Philippe’s hammer-wielding brute, and my character snuck off to join the Jaguar Claw for drinks at a local wine shop, telling them that I was a humble villager who knew of a secret entrance into the robber’s lair. After all, Golden Moon Li, leader of the Jade Fists, could not be allowed to live! (Basically, I was maneuvering to regain control of my lair.)

At the imperial palace, the mad monk delivers the heir’s body to the emperor, refusing all rewards, and the Jaguar Claw promise that nothing bad will happen to him, that they just want to capture him and allow the imperial alchemists to conduct ceremonies to see if this is really the sole heir of the disposed dynasty.

Back in the woods, the lair is attacked again, using the secret entrance! And yet, this time, Nick’s commander doesn’t recognize Dan’s constable, which he expects to, since the bandit chief is reputedly none other than his own brother! Turning to my character, he finally recognizes me beneath my long whiskers, but not before I have stabbed my traitorous brother in the back for now serving the usurper to the imperial throne. We fight and I kill him, but not before he uses his Buddha’s Palm Attack to ensure, with his dying breath, that I will not live out this day.

The mad monk informs Adam’s former concubine that the emperor has betrayed his promise to keep the heir safe. Together, they assault the imperial palace, leaving thousands of dead soldiers in their wake. In the throne room, they battle over who should be the one to kill the false emperor. Eric wins, slicing through the concubine’s swirling red scarves to stab the emperor. The red scarves, in turn, erupt out the other side of the emperor and, inexplicably, emerging out of the scarves is the now whole heir, complete with both hands.

All of the characters now converged on the imperial palace, where the heir is now being installed as emperor. My character arrives leaning heavily over his horse, since the sun is now beginning to set and his life is about to expire. Philippe’s second in command takes over control of the Jaguar Claw.

In a nearby wine shop, the people are celebrating the old dynasty’s restoration and Dan’s constable sits down at a table to drink next to the mad monk. They talk for a bit and eventually discover the identity of the other. The eventually determine to retire to the mountain temple to fight, so as not to kill everyone in the wine shop. We had some trouble actually getting the fight to start, because Dan wasn’t sure how to maneuver Eric into a place where the fight was inevitable. The rules make doing this somewhat interesting and indirect, which was a struggle, but a good one, I think. During the epic battle, the mad monk slices the mountain in half, but the constable’s dying curse is that the monk will be forced to wonder for eternity, never resting his head in the same place twice.

From the palace, the other characters watch the sun set behind the mountain, now cleft in twain. Though the last dynasty has been restored, Adam’s empress dowager (as she now is) orders my character to commit suicide for failing to play a part in the restoration, which I had sworn to accomplish. We fight and she wins, but, as I’m about to kill myself, the sun sets and I die from the Buddha’s Palm Attack. But my final demand is that the heir, who is not human but the product of demons, should not be allowed to reign as emperor. So Adam’s character takes up the sword half-bathed in my blood.

The last shot of the movie is the dowager opening up the twin doors to the throne room and unnaturally radiant light pouring out of them. She disappears inside, bloody sword in hand…


A few questions we had about the rules, Shreyas:

1. Can props and displays only be invoked for an extra vote once per scene? For example, there were a couple times where we had a fight, someone seized the sword and stabbed their opponent, and then we had another fight where the other character tried not to die. It didn’t seem to make sense to invoke the same props and images all over again in the follow-up fight, so we liked the “use once a scene” idea.

2. How do you resolve unresolved issues if one of the involved parties is dead? For example, at the wine shop Nick’s commander forced my character to swear loyalty to the current emperor, but I passed the sword to Adam and said I was the empress’ servant, for her to command. But then Nick’s commander died before we had a scene where he held the former empress accountable for my loyalty to the emperor.

3. Can you hand someone a drawn blade and demand a fight? People wanted to do this a few times, but I said I didn’t think that was possible.

4. Can you die without being stabbed by the sword? Often, the dying wish of a character was for someone else to die as well, which was natural, but seemed mechanically awkward.

Mist-Robed Sheet 2

2008 Apr 16

After working out the details of the distinct-but-interconnected knife and kungfu fighting systems with Shreyas, I’ve worked up a new, updated version of the character sheet for Mist-Robed Gate.

It now has the character sheet and fighting reference sheet on separate pages, each one the size of half a sheet of paper, so you can print out multiples of whichever one you want. You probably need more character sheets than reference sheets, for example. But you can also print out one of each on a single sheet of paper, if you want everyone to have an easy reference. The power is yours! Just get to love your “print 2 pages per sheet” option.

I think working through the sheet also helped me get clearer on the progression of combat and just what certain stages of it mean. For example, the price of killing someone is that you owe them a promise or you die right there as well, with no recourse. Pretty cool stuff. Also, it’s become clearer to me that using the blade is about making choices and resorting to kungfu is a way of delaying having to make a choice, which fits pretty well with the source material.

Can’t wait to play this tonight! Hopefully Shreyas will have a revised version of the rules up soon, so other people can rock out to this game.

EDIT: So, apparently, it’s not easy to get Acrobat to print two 4.25 x 11″ pages on the same sheet. Here’s both pages as a single sheet, just in case you want that.

Mist-Robed Sheet

2008 Apr 15

Worked up a character sheet for running Mist-Robed Gate at SGBoston tomorrow. Hopefully, the people who’ve played it (and Shreyas, of course) can give it a once-over to see if it matches with their understanding.

A couple notes, based on my own preferences, not the official word from Shreyas:

  • I changed the “weather” display to the more general “nature.”
  • I’m calling “props” “resources” instead, for similar reasons, since they can be people and such.

Easthampton Playtest

2008 Apr 14

Last night, I participated in the second playtest of Shreyas’ Mist Robed Gate out in Easthampton. It was ridiculously fun, though the version of the rules we used has been updated a fair bit since the draft I just linked, including new guidelines for action sequences. Meg also blogged about the game over on Fair Game, where she gives even more details.

We decide we wanted to play a space western on a Mars that had been partially terraformed by the People’s Republic of China. The characters were all delicious, from Meg’s heart-of-gold prostitute to Kat’s saloon owner to Kelly’s monastic cult leader to Elizabeth’s bounty hunter and so many more (it was a huge game with 11 players). I played the head of the local section of the People’s Armed Police, trying to keep order and suppress independent social organizations (like Kelly’s secret religious order) and Taiwanese spies (including Shreyas’ character).

The new action sequence rules are an interesting mixture of randomness and consensus. Elizabeth described it as a “rigged election.” The two sides involved in a conflict take turns narrating actions and, during the conflict, each of the other players secretly votes for which side they want to win by putting an appropriately colored counter in a bag. Then, when everyone has voted, one of the counters is drawn out to determine the winner. The two sides of the conflict can also add in extra stones of their color by bringing in special descriptive traits. (Elizabeth also mentioned that each party in the conflict is also allowed to vote for or against their own side, but we didn’t really follow through with this in practice and it seems much less important and interesting. Better that the fighters can only gain tokens by bringing in traits.)

With so many players, we only got about halfway through the game, which is a shame because it’s unlikely that we’ll be able to get everyone together to finish it, but the action was very compelling.

Interestingly, the game is extremely rules light, such that the complete rules of the game could be fit on about 5-6 pages of text. Also, as Dev mentioned on the way home, it would be dead-easy to distribute the game as a practice. Dev has never read the rules of the game, but, after only playing it once, he feels like he could run it for SGBoston, with only a one-sheet rules summary to use as a reference. Perhaps we can convince Shreyas to distribute it as a series of short-stories that serve as examples of play…?