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Wandering Blades RPG Quickstart

Lethal wuxia melodrama in an old-school inspired tabletop RPG package by Daniel Kwan · By Daniel Kwan

Wandering Blades Wish List

A topic by Daniel Kwan created Jan 14, 2024 Views: 277 Replies: 13
Viewing posts 1 to 6
Developer (1 edit)

Are there features or sections of the final Wandering Blades core book that you'd like to see? Anything that you believe would be helpful?

Post them here!

I would love to have dedicated sections of the book to lore about the world of the Wandering Blades, the jianghu and perhaps even the world outside of the jianghu.

The combat system right now looks really cool, but without more context about the world of the Wandering Blades, it might be difficult to begin roleplaying without a foundation to go off of.

In particular, I would love  more information on the different Martial Art Sects featured in the Youxia class section, it could help with character creation and help create connections with NPCs and help build the jianghu the players will be a part of!

I think in the vein of lethal melodrama, I would also wish for mechanics to facilitate that, whether it be rolling for a tragic event that spurred the players on their journey, or rewarding players making dramatic moves!

If there's anything else I can think of I'll continue posting in this thread!

Developer

We definitely have plans for that!

I’d love a section of random tables where you could roll up an adventure with factions, NPCs, and plots/schemes. Having something to riff off of when coming up with adventure scenarios is a godsend. Plus it could be a great way to show what Wuxia adventures might look like for a newcomer. Something similar to the adventure tables in Vaults of Vaarn would be cool! 

Developer

Great idea! We are going to be working with a translator to make tables for names, but additional ones for factions, NPCs, and plot hooks is a great idea!

I know this is OSR, but are there plans for a skill system?

Developer(+1)

Not at the moment, we want folks to be as creative as possible and to align with the "rulings, not rules" and "player skill over character skill" ideas. That said, certain classes like the outlaw (coming out soon) will have talents akin to skills that align with narrative themes. 

(1 edit)

I feel that some guidelines on creating techniques from scratch would really help GMs flesh out their martial worlds.

Developer

Great idea! I've been working on a "structure" for GMs to do this!

good to hear. 

(2 edits)

A variant ability for the Youxia that allows for characters to use unarmed strikes (palm strikes or clawed fingers) instead of a weapon.

Another thing is that techniques in wuxia novels (especially Jin Yong, less so Gu Long) often fill the role of magic items you see in other OSR games; hidden, powerful discoveries that define the character. Typically these techniques allow a character to forge their own destiny rather than adhering strictly to a sect, especially when they are in conflict with any masters of their sect

Characters often move between different sects and I don't know if that is applicable to this game

Developer(+1)

Great suggestion(s)!

Given the short form nature of games (1-5 sessions), I opted to design the youxia around a fixed class. Now that said, I don't see why a player couldn't choose to switch their sect (and associated sect ability) through the course of a story. This would give them the starting sect technique(s) and then access to the others!

As for unarmed strikes, it could be an easy case of adding an amendment to the "signature weapon" ability to include their literal body!

On the note of "magic item" equivalents, I've actually written a section on martial arts manuals in the core rulebook manuscript!

Awesome! Sorry if I seem a bit curt, my hand is broken

I thought only the quickstart was for short-form games not the full book. But that makes sense

Developer(+1)

That's totally alright! I hope your hand recovers soon!