Big Ramble about my involvement with the Legends of the Gods successor game
I was super excited for Legends of the Wulin. I remember that I had just discovered Weapons of the Gods and gotten my hands on a copy. I was still trying to grok the secret arts when I stumbled on some buzz about the new system.
I was super excited for Legends of the Wulin. I remember that I had just discovered Weapons of the Gods and gotten my hands on a copy. I was still trying to grok the secret arts when I stumbled on some buzz about the new system.
There was Arik ten Broeke on youtube, talking about his
masterful work on the game. His smooth and cultured tones laying out the shortcomings
of the previous game, and some clever solutions to them.
Now I’ll waggle my cane a bit here about the landscape of
wuxia gaming back then. The game that had hooked me on the medium was Exalted
second edition, and I remember it as the 800-pound gorilla of kung fu action
RPGs. It’s scale and scope were essentially unrivaled. Do it yourselfers could
hack something with Fate, or use a super hero system, but there wasn’t much
more. And of course, playing an all-monk party in D&D had about as much
appeal then as it does now.
I grabbed the pre-release version as soon as it was
available. I remember being bowled over by the size and depth of the game. It
felt like I could hack this thing to do anything from DBZ to final fantasy
(people with a lot more patience and skill than myself did!). I remember being
almost obsessed with it. I thought about it all the time.
It was a long wait to get the physical book, but finally it
arrived. I had sworn not to run it until I had a reference handy (my tablet,
then as now, was not sufficient for GMing). With absolute relish, I got
character sheets and ran.
It’s not uncommon for new games to be a little awkward,
especially “fat games” with lots of rules and widgets. I chalked our first
session up to new game syndrome and we ran the next. But it didn’t get better.
Combats would drag out without results then end in a sudden fit. Consequences
vaporized between battles. Non-combat world interaction was clumsy, with the
dice offering several answers to binary question. The balance points were all
interconnected in a dense, clunky weave and I often felt that I was ruling in
the dark.
I tried again, In a successor campaign. Then again, in
another. I tried handing it off to someone else to run and playing. Every time,
it was the same. The game looked like a ballet and played like a brick.
Eventually, EX3 got kickstarted and Legends drifted towards the back of my
library.
But I didn’t forget it. Then, while wandering RPG.net (like
you do) I saw a post by Wander Blade (David Ramirez) trying to get some fresh talent to do a
rules-light rewrite of LotW. I leaped at the chance.
It was exciting to work with him and the team he’d
assembled. We were driven and goals-focused in our design work. We drew on the
accumulated knowledge and experiences of reviewers and fans of the game. We
crunched numbers and assembled lists of the strengths and weaknesses of the
system. We started structuring towards a solid first draft, and were poised to
playtest.
And then Eos fell apart. I’ll not belabor what we all
remember but it was such a distressing time for the team that we had somebody
walk away (a big talent, I won’t name names but it broke my heart not to work
with him anymore).
We were pretty directionless at that point. We had done so
much work that it seemed a shame to let it all go to waste, but without Eos
there wasn’t really anything to do with it all. But, as he infallibly does, our
team lead David Ramirez had a plan.
David had been polishing his own setting for a few years. He
suggested that we take the bulk of our work and adapt it to his setting to make
an entirely new game.
Since then we've had over three rules drafts and countless
very enlightening playtests. After over a year of independent design, we’re
almost ready to showcase our game.
I’m currently polishing up the design documents and making
an audience-facing draft. It’s a big job, but immensely satisfying.
It's a good time to be a fan of Wuxia!
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.