Showing posts with label Righteous Blood Ruthless Blades. Show all posts
Showing posts with label Righteous Blood Ruthless Blades. Show all posts

Monday, June 8, 2026

GAMEMASTERING WUXIA: LETHALITY AND BALANCE IN OGRE GATE AND RBRB

Wandering Heroes of Ogre Gate and Righteous Blood Ruthless Blades both take an approach to design that embraces lethality and kung fu techniques that vary considerably in power (even at the same Qi Rank). Balance is not the point of the techniques. This can be contrasted with the parent system, Sertorius, where balance was a goal (and many of our earlier games before that as well). The reason for this shift was two-fold. First, we wanted to emulate the carnage you see on screen in wuxia films like Golden Swallow and Killer Clans. Second, less balance proved more fun in playtest. This was something we initially realized when working on the the first Book of the Archon for Sertorius, where we created a spell expansion that had spells unrestricted by balance consideration. We found they made the game more exciting and when players were offered the balanced versus the unbalanced option, they almost always chose the unbalanced one. It is also much more emulative of the source material. In wuxia and kung fu movies and novels, there are spikes in power. Some characters are amazing, others are not. And we wanted to capture that. None of this is to say there isn't a kind of balance in the game, but for the most part, what balance exists arises organically in the setting and still largely unforgiving. 

Related to this is a central concept introduced in Ogre Gate: The Evolving or Changing Kung Fu Landscape. This is meant to reflect what you see so often in wuxia media: the martial world going through periods of chaos and disruption then returning to equilibrium as new Kung Fu emerges to contend with powerful techniques that upset the balance. Here is the text from the core book:

And I clarified this point further in the Sons of Lady 87 Book here: 

A perfect example of this in the books, and in my own campaigns, is the technique Blade of the Dancing Fox. This was very powerful and players quickly discovered how useful it was. When it first emerged, and started to become known in the campaign, not only did several players start taking it, they soon found NPCs were emerging who knew it as well. This is one way balance can be achieved (a technique simply becomes more ubiquitous as its fame grows and sects covet it). But eventually someone devised a counter: Swift Reply of the Fox (this technique appears in War of Swarming Beggars). Usually that is what begins to occur. The martial world evolves over time, so that there is a natural balance in the world. This doesn't mean characters don't get killed by super powerful technique or some characters don't have better techniques than others, but it means eventually even the most powerful hero with a great technique like Blade of the Dancing Fox, eventually meets their match or eventually the presence of their power alone attracts enemies in larger numbers (whether it is heroic sects uniting to deal with a threat, or challengers seeking to prove they can beat the most powerful people in the martial world). 

As you can see this is crucial to managing powerful techniques in the game. And this is meant to emulate something that happens in both wuxia and Kung Fu: a powerful martial arts technique or weapon is introduced that rocks the martial world by creating a huge power imbalance, but eventually a solution arises to nullify or counter the technique. For this to work the GM needs to understand this principle and be open to new techniques emerging from player characters and NPCs in response. 

Another thing the GM should keep in mind is the sects and NPCs. Many of the more powerful Kung Fu techniques belong to equally powerful sects. So even acquiring them, puts a player character in danger, and using them once acquired can attract the attention of the sect. This doesn't mean the GM is meant to simply spam problems at a player because they have a good technique, but it highlights an important aspect of power in the martial world: everything has consequences and power itself can become its own headache. This by the way was an aspect of Sertorius as well. Players becoming powerful is not really a problem. It can be fun, even its own source of adventure. But the GM needs to understand how it produces complications, as those complications will be things that become a focus in the campaign. 

Characters in wuxia and kung fu films are not always equal in power, some are very weak, some are very strong, and while sometimes this is due simply to the point in training a character is at, often it boils down to individual martial arts techniques being much better or worse than others. The game also doesn't assume or guarantee that characters become great heroes of martial artists. That is often what protagonists in wuxia are, but my approach has been more to emulate the world of Condor Heroes or Heroes Shed no Tears, not the plot lines. One of the things I enjoy about playing is finding out who the players are over the course of the campaign. Do they become one of the greats like Guo Jing, a villain, or simply someone who dies, perhaps giving others reason to get revenge? 

While both games lean into drama, neither leans into story structure, so what this brings in terms of emulation is not a guarantee that your character will survive as a hero or survive to die spectacularly at the end. It does mean, because death is on the table, there are ample opportunities for drama. Death almost always produces drama. A good way to think of it is you never really know who or where you are in the story. You could just be a bit player meant to die under a henchman's sword, and that might launch the real story of your brother coming for revenge. It isn't about story structure it is about situations, drama, bloodshed, etc. 

Take the Venom Mob film Crippled Avengers as an example. At the start of this movie, the entire party of characters is maimed in some way. One is deafened, the other blinded, another has his legs cut off, and one is even made into an idiot when they crush his head in a vice. This all happens at the start of the movie. It is essentially a TPK with an asterisk. And it launches the heroes on their path to training around their new disabilities so they can confront the father and son who maimed them. That is how lethality operates in a Wandering Heroes of Ogre Gate or Righteous Blood Ruthless Blades campaign (particularly the later where maiming is probably more common). Now there is no guarantee they will survive, this is very much a play to find out what happens kind of system. But whatever it is, it will be a solid evening of swordplay. It is also why back-up characters are crucial. 

Generally Wandering Heroes of Ogre Gate is more forgiving than Righteous Blood Ruthless Blades, because it is a bit easier for players to gauge how many more hits they can take in a given fight, but this isn't always the case. Character deaths happen for all kinds of reasons in campaigns and this is something built into the game's design. I am not personally a fan of giving PCs plot armor, and that is something that has been constant in all our games (whether it is Terror Network, Servants of Gaius or Wandering Heroes of Ogre Gate). Sometimes that means characters meet anti-climactic ends because the system is not loaded for only dramatic outcomes in that respect and the GM is not supposed to tip the scales. You are playing to discover what happens, which I think is more exciting and also acknowledges that this is a game using random dice rolls. Fighting against random dice to achieve story goals can be a terrible exercise in frustration for all. 

There is another element that these games embrace, particularly Ogre Gate, which is some of the gonzo quality in many wuxia. Everything in wuxia feels heightened, the characters, the battles, the situations, etc. Some movies and books leans into this in a very heavy way, like Web of Death or Holy Flame of the Martial World, and those influences are certainly there. But it is also present in more typical examples like The Condor Heroes trilogy or Smiling Proud Wanderer. Or take some of the film versions, like Swordsman II* or Brave Archer Series. One of the things that makes these films so exciting is how wild and inventive they are, and the kind of plot turns they lean into. 

Something I discovered taking this approach from the early playtests to now (with Ogre Gate in particular as that is the primary system I run week to week), is this really lends itself to long term campaigns. And making long-term, sustainable, wuxia campaigns was a major goal from the outset. When you get out of the mindset of plot armor and hinging the story on a single character, even if their stories are important while they live, it opens the game up to more durable sources of fuel and attention. A total party kill for example is not the end of the campaign, it is a great beginning. An important character dying, can mean an exciting new direction for the campaign. A character obtaining an overpowered technique puts them at the center of conflict in the martial world, the adventures start to write themselves as other clans seek to deal with that person. Characters who find themselves weak or feeble, have solid motivation for finding a solution to that weakness. They may seek out a powerful technique/weapon or die trying. When you combine this with many of the other classic elements I have discussed before (sect conflict, wuxia dungeons, etc) it has given me campaigns that last for years. 

I will talk more about Gamemastering wuxia campaigns future posts based on my own play at the table. Feel free to send me a message or comment about something you would like to see me discuss.


*By part III of this series the movies deviate wildly from the books, so I mention this one as it is well regarded by many fans because it was marketed in the west as a stand alone movie under titles like The Legend of the Swordsman. 


 


Wednesday, October 15, 2025

OCTOBER MONSTERS FOR RIGHTEOUS BLOOD RUTHLESS BLADES

Art by Jackie Musto 
In the spirit of October I am converting monster entries from Strange Tales of Songling for Righteous Blood Ruthless Blades. These are supernatural creatures inspired by Pu Songling's Strange Tales from a Chinese Studio. I will be doing a few monsters each post and not including every monster as Jeremy and I have been developing certain creatures for an intended expansion. Today I am going to cover Ghosts. Ghosts can come in endless variety and these are just a handful of example. 


BITTEN GHOST
Bitten Ghosts often come at night when people are falling asleep. Their exact nature is not well known, but they typically appear as recently deceased corpse in mourning or burial attire. They have pale and bloated features, with enigmatic expressions that induce fright. Bitten Ghosts press themselves on a victim's body, pinning them with great force so they can draw out their life energy through their nostrils. 

Defenses: Hardiness 7, Evade 6, Wits 6
Key Skills: Life Drain: 3d10, External Arts: 2d10, Muscle: 4d10, Speed: 0d10

Max Wounds: 5
Type: Ghost 
Resist: 0

POWERS

Bitten Vulnerability: Bitten Ghosts are vulnerable to human bites. When bitten they recoil and flee, and take 2 Extra Wounds from such attacks. 

Weight of Many Corpses: Their body presses heavily on victims. On a Successful External Arts roll the target is pinned and must make a Muscle Roll TN 8 to lift the Ghost off their body. 

Life Drain: A bitten ghost can draw out a person's life by inhaling near the target's mouth with their nostrils. Roll 3d10 against Evade. On a Success, the target loses 1 Hardiness which recovers at a rate of 1 per week. 

Immunities: Bitten ghosts are immune to mundane attacks but vulnerable to Signature Abilities, rituals and magic weapons. Each one is also vulnerable to a key substance based on its history and all are susceptible to human teeth. 

INVISIBLE GHOST 
Invisible Ghosts cannot be seen by the human eye. However, animals can sense them and are able to harm them as well. These ghosts are both playful and vindictive. They often haunt a chamber or hall to frighten away the residents so they can have the place to themselves. Provided they are not interfered with, they leave people elsewhere in the abode alone. If any dare enter their space, they attack through the night. 

Defenses: Hardiness 4, Evade 4, Wits 7
Key Skills: Attack: 3d10, Detect: 3d10, Speed: 4d10, Muscle: 1d10

Max Wounds: 5
Type: Ghost 
Resist: 0

POWERS

Invisible: Invisible Ghosts are unseen and hard to strike. In order to hit them, one must first make a Detect Roll against TN 8. Otherwise the attack is made at -3d10. Animals can see and harm invisible ghosts. 

Attack: Invisible Ghosts attack by throwing objects. They can hurl anything for 4d10 damage. 

Immunities: Invisible Ghosts are immune to mundane attacks and any Signature Ability that isn't magic or specifies it affects Ghosts. They can be hurt by Peach Wood swords however (so a person wielding one with a Signature Ability, could affect them). 

LOVING GHOST 
Loving Ghosts are benevolent spirits who cannot be eligible for reincarnation until they've dealt with some unresolved matter of fate regarding a lover they had in their previous life. They typically help their former lover deal with a present challenge or difficulty. Their presence is highly disruptive because they usually arrive after their lover has reincarnated many times. A person who meets their Loving Ghost becomes greatly confused as memories of their previous life come flooding to the foreground and overwhelm them. 

Defenses: Hardiness 4, Evade 5, Wits 6
Key Skills: Attack: 1d10, Detect: 2d10, Speed: 3d10, Fly: 2d10, Muscle: 1d10

Max Wounds: 3
Type: Ghost 
Resist: 0

POWERS
Awaken: When a Loving Ghost is in the presence of their former lover, that person forgets their present life, and the memories of a previous life spent with the ghost dominate their mind. This is very disorienting and the effect remains until the Loving Ghost can move on. 

Fly: Loving Ghosts can fly freely. 

Immunities: Loving Ghosts are immune to Mundane Attacks and Signature Abilities that are not magical. They are affected by magic and sunlight (causes 2d10 damage each round of exposure). They can also be harmed by weapons made from objects dear to their former lover. 

PEONY GHOST

A Peony Ghost is the returned spirit of a person who was offered a shortcut to rebirth if they can find true love for three years. They are sustained by feelings of affection and usually seek out a spouse so they can marry and have children. However, if they are ever discovered to be a ghost by their spouse, they must return to Diyu (Hell) and face their full punishment before being reborn (averting this requires extreme means contending with the ghostly officials and demons of diyu). They look human unless they are exposed to light from direct candle or the sun (moonlight, reflected light, and distant candle light has no effect on them). When exposed to these by sun light, they are seen for what they truly are: a rotting corpse. Still they are able to live as normal people, eating, having children and all the rest. They also have the ability to dampen and freeze a person's heart with a touch (though each life they take in this way creates additional challenges they must face when reborn). 

Defenses: Hardiness 5, Evade 6, Wits 7
Key Skills: Attack: 2d10, Persuade: 2d10, Empathy: 2d10, Speed: 2d10, Detect: 2d10, Religion: 2d10 

Max Wounds: 4
Type: Ghost
Resist: 1

POWERS

Heart Touch: By pressing their palms to a person's chest, Peony Ghosts can chill it and even cause death. Roll Attack against Evade. On a Success the target is Drained of 2 Hardiness as their heart chills. When they reach 0 Hardiness their heart is frozen and they die. 

Deathless: A Peony Ghost regenerates 1 wound per hour and returns in 1 day if destroyed. 

Weakness: Sun and direct flame will reveal a Peony Ghost to be nothing more than a rotting corpse. If this is ever discovered by their spouse, they must return to Diyu and face punishment. If they eat or drink anything made from Peonies they are permanently destroyed.