Oct 3, 2017, 8:25 PM

@Thenomain said in Swashbuckling and continued success:

@Ganymede said in Swashbuckling and continued success:

@Apos said in Swashbuckling and continued success:

I think anything that's very episodic in feel has some issues translating to MUs, since it takes a lot of work to make an environment that can sustain itself between episodes that highlight the kind of high adventure vibe you want to capture.

BSG:U has a good way of doing this by moving the Dauntless (the ship from which the PC crew is based) from system to system. Faraday then posts a "setting post" to remind everyone of the crew's objectives at the system, and the general feel of being there.

If I create a major game system again, it will be a scene system, where a scene set is the room description, and when the scene moves locations the new setting information is posted for everyone there. This is halfway done for people who run big scenes already. A scene system would do much more, but the times I’ve used this before it got very good reception.

The room-lite grid coupled with the scene system is one big thing I love with AresMUSH. They ship moves, and if someone wants XYZ beachhead, they open it as a scene, it acts like a TP room, others can join and it goes away when done with it.

And back to OP real quick, I recall DragonFist, the 2nd edition game released for free by WotC prior to the launch of 3e. One of the things was once folks started getting into Wuxia and explaining their awesome moves, it increased their chance of success. The first session we played we did the fight in the paperhouse sequence, the enemy was knocked off their feet and more easily returned fighting by back crawling between the legs of their counterpart. The bar scene included a chopstick fighting player who managed to get in the chopsticks nose grab and head to table, and the end scene included standing on bamboo shoots. It handled it pretty quickly using 2e rules and not all the features and mechanisms of 3e.