Fists Without Master Playtest
FWM is a hack for gritty martial-arts action, like The Raid. This write-up for Keith Stetson.
I was the Overplayer for my co-conspirators tom Fendt and David Hertz, and one other player.
* The tones of Pain and Elegance work overall.
* Having so many Perilous phases is tiring! We should either design around it, advise more rogues phases, or drive hard for very short sessions.
* Our new Ritual of the Companion wasn't used, can't yet evaluate it.
* It's helpful for the Overplayer to jot down a list of signature weapons, martial-arts styles, and locations for fight scenes.
* We used the Add/Ban mechanic from Ben Robbins' Microscope to flesh out our world a bit before play.
* Should the Discovery phase stay? We used it only once.
Characters
* Fushida, Japanese drug dealer
* Ismail Cane, Senegalese sumo wrestler/underground fight club manager
* Dr. Adi, Indonesian mob doc/hitman
Moments
* The wrestler grabs two police officers by the legs and uses them as manchaku.
* "Show us your absolute resolve to kill Juan Duarrez."
* A fight between our heroes and every officer at the Police Ball in the ballroom of a vast yacht during a storm.
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