Imagine a game where it doesn't matter what level of power characters are at, or "party balance". A cyborg killing machine would be just as influential on the outcome of a game as a deadbeat janitor. That's right, Wushu solves the age old question of "How do I help the guy who's playing Han have fun, while still maintaining that Luke is the biggest badass of the party?"
Imagine a game where what you say is what happens, and the dice are just there to tell you how close the current scene is to being resolved.
That game is Wushu.
There's a problem, though. In order to play Wushu, one has to leave many of his preconceptions of RPGs at the door.
Little things: No Gear. No Money. No Experience. No Initiative. No Weapon Damage. No Weapon Range. No preset Monster Stats. No real tactics (in the sense that some tactics are "good" and some are "bad"). No combat maneuvers list (though there are some handy suggestions).
Big one: Little GM control. GMs set up scenes, set up conditionals for their conclusions, and set difficulty level of the scene. Then it's up to the Players to narrate for themselves and the bad guys. The only time this doesn't happen is for The Boss Fight, whenever it may happen.
But now I look upon my review and see that I might be emphasizing combat too much. Wushu's Wire Fu showcases mostly the combat orientation of the system, but it could easily be used for something else, from chases to courtroom drama to intimidating a prisoner to defusing a bomb.
All in all, Wire Fu is worth the money if you like light RPGs, want a cinematic game, and are willing to read it with an open mind.
<b>LIKED</b>: Nearly everything.<br><br><b>DISLIKED</b>: 1. No artwork besides cover.
- Landscape format.
<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>