Building on the legacy of Legends of
the Wulin
Legends was
a fantastic game. Our work originally was revamping and simplifying this
system, rather than authoring a wholly original one.
It wasn’t perfect.
Its most dangerous flaw, from a product standpoint, was how “heavy” it was
during play. Even as veteran gamers, single
turns in combat could take my group upwards
of 20 minutes to play.
As well, there
was a punishingly steep learning curve which served as a barrier to entry. And
there were some elements (most notably for my table it was the Chi Conditions)
which did not feel in play as they were described in the system, which created
a feeling of dissatisfaction about the game.
During our
initial redesign, we latched on to several of these points with a list of “trouble
areas” marked for improvement. In that draft of the design, our goal was to
cleave as close to the original material as possible. However, once we decided
to generate a new system, we instead wanted to diverge more radically.
The list of
trouble points ranged from the severe to the trivial, and so I won’t list them
all here. Rather, I want to highlight some of the critical areas we decided to
change, how we changed them, and why.
Rolling the dice
The Problem: This was swiftly identified as the
biggest contributor to combat bloat. Rolling the dice was done for every stage
of initiative, attack and defense for every character, with multiple decision
points on each roll.
Our Solution: One roll. In Brahamanda!!! The dice
are rolled at the start of every round, with every die rolled then becoming a “facing”.
These facings are then used as a pool of resources for performing actions,
including initiative.
The Wound system
The Problem: There was a threefold issue with the
wound system in our estimation.
1. Combats could drag on interminably,
prolonged by the nebulous nature of wound assignment.
2. The wound system would routinely
result in a lot of rolling for little to no payoff.
3. Chi Conditions (which tracked damage
narratively) recovered easily and had little game impact, despite having a
massive word count in the rules
Our Solution: Our solution was likewise threefold.
1. First, we added a simple health track
to give combat a defined endpoint.
2. Second, we re-designed the system for
applying narrative “lasting” wounds (We use the term “Imbalance”) so that as
more damage was applied, the likelihood of taking these more permanent wounds
become higher.
3. Finally, we designed an escalation
mechanic into the health track that guaranteed deadlier Imbalances as more
health was lost.
The Combat Resource system
The Problem: The system of Chi (which powered special
attacks and defenses) in the original game had an issue between different types
of Chi being significantly more powerful than others. This resulted in lopsided
power levels in play and was never adequately amended because of its intrinsic
place in the system.
Our Solution: We decided at an early design stage to eschew
the different “types” of resource (Which we dubbed Prana). It was simply easier
both from a design and play standpoint to have a more unified resource system.
This effectively sidestepped the original problem completely.
One of the
biggest changes to our resource system is that it escalates during combats, in addition to between them (with the expenditure of
experience points).
Actions are
taken during combat that create new
pools of Prana (These pools are called Chakras; activating one is called “opening
a Chakra”).
This change
has radically altered the nature of combat, making it increasingly grandiose
and explosive as it continues.
Modifiers
The Problem: Dozens of unique modifiers for
almost every important roll bogged down the action with tedious reference. The
math, although simple, was a little awkward.
Our Solution: We simplified the system of
modifiers down to its bedrock form. We removed the “categories” of modifiers,
replacing it with a rule that only one modifier could apply to a particular
action. We also removed the +5 flat modifiers and replaced them with a system
that created particular facings. Finally, we linked all modifiers to
techniques, eschewing static modifiers entirely.
These
changes, in aggregate, allowed us to directly link a character’s mastery and
power of their martial training to the rank of techniques they had mastered,
and their mystical might (as represented through Prana). This more
satisfactorily captured the themes and structure of the Wuxia genre, while
streamlining and providing a balance framework for the system
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