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In this episode, we look at comedy in wuxia using Stephen Chow’s seminal work, Kung Fu Hustle. We talk about the fraught nature of comedy RPGs, slapstick as communication, and get a lot of quality feedback.
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Eric Farmer: @ericmfarmer | dogpoweredvehicle.com
Eli Kurtz: @zapdynamic | mythicgazetteer.com
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Another great episode launched into orbit and transformed into Buddha… wait, is that a thing now? Something about the discussion on revealing secrets during play got me thinking about two points.
One, quite a few convention games or one shots will use this approach when players are learning new rules. It’s those times when you get to choose your skill points and other aspects during play as you begin to discover how the game works and can respond to the situation at hand so you make the most effective character in the long run. A kind of emergent character creation that would work very similar to this.
Second, one of the main issues I can see with using secrets is also something that could be problematic with designing a game within this very specific genre. What happens after that first story once we know everything about the characters? Being a complete ignoramus about the genre and 100% relying on you two to tell me what it is does reveals something that could be a topic for a future episode – the campaign. Nearly every film discussed so far has been one film. Credits roll, story’s done. With an RPG, are you looking to make a game that will play as a campaign or sticking with a pure one shot system? Because if unlocking secrets during play is a major design goal, this could wear out within the first storyline and then where do the players/characters go from there? So how does this genre handle the continuous storyline? Are there any jianghu TV shows, mini-series, or anything else that could make a great reference point for building an RPG?