Picture
this: your playing a game and your character
has messed with the wrong crowd, which has
resulted in a chase through the streets of
a city with an armed gang intent on your destruction
following hot on your heels.
GM: As you turn the corner
you realise what you’ve done…
the alleyway is a dead end and a high wall
topped with barbwire blocks your escape. What
do you do?
Columbo (player): I’ll
try and find a rubbish bin to hide behind,
I’ll get my pistol out, and I’ll
start shooting as they come round the corner.
They’re gonna pay in blood before they
get me…(the character is heroic but
dead)
CUT! Now we’ll take
a look a Feng Shui player in the same situation.
GM: As you turn the corner
you realise what you’ve done…
the alleyway is a dead end and a high wall
topped with barbwire blocks your escape. What
do you do?
Columbo (player): I’ll
run up the wall. Actually on second thoughts,
with the barbwire at the top I’d better
run up most of it and then leap the last metre
or so.
Feng Shui is a roleplaying
game of action movie stunts set against a
secret war being fought by various groups
across time itself. This is the second edition
of the game, but very little has changed from
the first book, and the stuff that has changed
is all for the better. So strap on your 9mm,
load you shotgun, draw your sword and follow
me in.
Feng
Shui… That Laurence Llewelyn-Bowen bloke
does that on Changing Room’s doesn’t
he?
Yes he does, and in the
Feng Shui game someone like him would be called
a Geomancer and would be very useful. Feng
Shui is all about buildings that have been
arranged to be in harmony with the chi that
flows through the world. This harmony can
is achieved in several ways, such as where
things are built and how they look inside.
And
why do I care?
Sites that are in tune will
generate good chi and hence give their owners
good luck, power and control. The more Feng
Shui sites you have the better things get
for you. But the game doesn’t stop there.
You can access four time junctures through
a place called the Netherworld (or the Inner
Kingdom). To get into the Netherworld you
will need to locate one of the magical doorways,
known as Portals.
These secret doors can only
be seen by people with strong chi, like the
players… and their enemies. The Netherworld
is largely comprised of dim tunnels and rooms
made from a strange grey substance, which
some of the Netherworld residents can shape
and change into loads of weird and wonderful
things.
Most of the people in the
Netherworld are time-casualties of the secret
war and the repercussions it has had on history.
You see, the four time junctures you have
access to in the game are 69AD, 1850, 2056
and our own time. This means that if you change
something in the 1856 juncture it will have
an effect on the future. So it’s entirely
possible for someone to be completely wiped
out of history and when that happens you get
dumped in the Netherworld until things are
put back again. There are also only a few
time junctures accessible at a time from the
Netherworld, which has led to some people
becoming trapped and unable to find a way
home (kind of like Sam Beckett in Quantum
Leap).
So,
who are the Secret factions you mentioned?
In the game there are various
groups who know about the power of Feng Shui
and they’re all fighting a covert war
to gain control of the best sites, eventually
hoping to come out on top. The players will
usually hail from a group known as the “Dragons”,
who have recently taken a severe beating when
all the other groups attacked them in all
four times and the Inner Kingdom (ouch!),
leaving them in desperate need of heroic help.
The other groups are as
follows. “The Four Monarchs” were
wiped out in a change of history and are now
a minor faction who live in the Netherworld.
They’re not all bad and could even be
linked to your characters in the grand scheme
of things. “The Eater’s of the
Lotus” are based in the 69AD juncture,
where they have gained control of the Chinese
government. They are made up of eunuch (snip
snip) sorcerers and are generally not very
nice chaps.
“The Architects of
the Flesh” (great name) are the controllers
of the 2056 juncture, which they have turned
into a totalitarian police state. They have
also mastered arcanowave technology, which
is a really nasty way of manipulating magical
energy through technology. This is then used
to create Abominations, which are monster-based
super-soldiers that they hope to use when
they conqueror the other time junctures.
“The Jammers”
are a group of revolutionary rebels from the
2056 juncture who are trying to fight back
against the Architects. Unlike the other groups
they dislike the idea of chi controlling things
and have decided to try and eliminate its
hold on things. In their utopia there is no
Netherworld, leading to no secret war, and
possible leading to the death of the human
soul.
“The Ascended”
control most of the Feng Shui sites in the
1850 and present day junctures. They have
mastered various supernatural chi powers,
but they usually rely on their more mundane
but hugely powerful political sway.
“The Guiding Hand”
are masters of Kung Fu and are working towards
a disciplined and obedient future based on
the teachings of Confucius. They may seem
to be leading towards a greater good, but
it’s not the kind of world any free
thinking individual is going to want to live
in.
These are the factions your
characters are likely to meet in the game.
Whether you’re on speaking terms or
at each other’s throat may change from
day to day. The rulebook tells us that the
default plot hook will be based around Feng
Shui sites and this is oh so true. They make
it really easy to come up with any type of
game you want. You can have action or mystery,
exploration or romance and each of these can
be in any format you like, from one-off throw
away games to huge campaigns where the characters
have to achieve things in all four of the
time Junctures.
Are
the rules just basically “do what you
want” then if it’s an action game?
The rules are excellent.
They show how simple a system can be and yet
still retain a good set of rules, which are
effective and fun to use. I ran this game
for the first time after only a brief skim
through the rulebook, and we had very few
problems.
Skills have been stripped
down and instead of having loads of specialised
skills you will have things like Police or
Guns. Each skill comes with a knowledge and
contacts bonus as well. This means that if
you take the Guns skill you also have a good
idea what the gun being pointed at you by
the mook is. Mook, by the way, is a Feng Shui
term for henchmen, lackeys and cannon fodder
– generally the guys who get killed
by the dozen in action films. The contact
aspect of the skill means that you probably
know someone who is also skilled in the area
of the skill. Guns for instance may mean you
know someone who can get hold of firearms
for you and could even have info for you from
time to time.
What
about Combat? I want to be like one of the
blokes in the films!
Combat is (as it should
be in an action game) really easy. Everything
has been designed to make you do cool things
instead of the usual I’ll fire my gun.
Now you can have abilities (schticks) allowing
you to do stuff like “both guns blazing”
and “lightening reload”, this
is gun combat as it should be, John Woo would
be proud.
The martial arts aspect
of the game has been given some serious thought
as well. Your character can follow various
paths that let’s them learn new moves
or powers as time goes on. This features ass-whipping
classics like “Flying Windmill Kick”
and “Fire Fist”. These all help
make combat feel more exciting and fluid than
it does in most other games and characters
will (should…) act more heroically now
they have special moves and abilities to use.
So
can I pull off moves like Jet Li?
The rest of the rules have
been designed to make sure that nothing you’ve
seen people like Jackie Chan, Jet Li or Van
Damme do in a film is out of reach. Some of
it may be hard but that just makes it more
impressive when you pull it off. The game
basically tries to lead you into a different
style of roleplaying. Where most games have
things like flying a helicopter in the wind
as a “real tough” difficulty example,
Feng Shui has things like leaping from a speeding
car and intimidating an undead monster. This
is good to show your players, as it reminds
them that they’re playing an action
game, and let’s them know that your
expecting a little more than usual.
I feel I should mention
my love for all things Feng Shui so you know
where I stand. I think the game was a breath
of fresh air when it was first released and
I own the original rulebook and two of the
sourcebooks. I was ticking over angry when
it went down, but overjoyed to find out that
Atlas Games had picked it back up and were
going to return it to our shelves. I think
the writing style of the books is excellent,
I like the brief mention of real world things
(like Civilisation, and the X-Files) and the
love of the action movies that inspired the
game. Just thought I’d let you know.
At first Feng Shui may come
across with a - one off when you’re
in no mood for serious gaming - style game,
like Og! or Puppetland. But trust me, this
game has a scope for epic scenarios and monstrous
storylines, in fact it cries out for them.
So, if your getting bored rolling your agility
every time you go up some stairs then I’d
recommend you add a little adrenaline-pumping,
pulse-raising, teeth-clenching action packed
gaming to your book shelf and invest in this
game.
Hey if it goes wrong we
can always use it “Jackie Chan Style”
in the out- takes reel at the end…
Reviewed By Jon Simpson |