Product Review
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 the 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, 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 you can always
use it 'Jackie Chan Style' in the out- takes at the
end…
Reviewed By Jon Simpson |