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A Wushu Guide to Wyrd-Fu

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Average Rating:4.5 / 5
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A Wushu Guide to Wyrd-Fu
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A Wushu Guide to Wyrd-Fu
Publisher: Daniel Bayn
by Anthony T. [Verified Purchaser]
Date Added: 02/07/2012 00:04:43

I liked reading this addition, both from a Wushu fan perspective and a general fan of system light magic systems.



Rating:
[4 of 5 Stars!]
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A Wushu Guide to Wyrd-Fu
Publisher: Daniel Bayn
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Wyrd-Fu is the book I've not had chance to use yet, but it's still the quality I've cone to expect. Well written, concise and stuffed with good ideas, example characters, settins and detailed examples of play to show how the new material might be added to your game.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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A Wushu Guide to Wyrd-Fu
Publisher: Daniel Bayn
by Ralf W. [Verified Purchaser]
Date Added: 08/20/2006 00:00:00

A very loose set of rules (recommendations?) for magic in the Wushu system. If you like the style of the other Wushu guides, you'll like this one as well.<br><br> <b>LIKED</b>: As always, fun to read.<br><br><b>DISLIKED</b>: No page numbers<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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A Wushu Guide to Wyrd-Fu
Publisher: Daniel Bayn
by jeff m. [Verified Purchaser]
Date Added: 07/03/2006 00:00:00

Sure Wyrd-Fy isn't the best guide for Wushu, but it could be useful if you run a magical capaign, just like in Withcraft or Mage The Awekening, bhudism Wuxia or just Heroic Fantasy.

Thanks to dan bayn ^_^ spellcasters could be as strong as warriors for more fun.

<br><br><b>LIKED</b>: narrative truth is very suitable for magic<br><br><b>DISLIKED</b>: more exemple like psychic or super heroes stuff would be more wellcome a litle too short<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[4 of 5 Stars!]
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