Monday, October 24, 2011

Why do you fight?


One hundred reasons people enter the street fighting circuit.(pdf)

1. Money
2. Fame
3. Prove myself
4. Competition
5. It's a rush
6. Want to be like Bruce Lee
7. Just love fighting
8. Don't know any other life
9. No other skills
10. Family tradition
11. Prove that my style is the best
12. Make my master proud
13. Impress a girl/boy
14. Socializing, meeting new people
15. Good at it
16. Feed my family
17. Training
18. Revenge
19. Learn who I am
20. Gain inner peace
21. Hate my father
22. Learn new secret techniques
23. Cultural exchange
24. I'm so angry
25. Only time I feel alive
26. Show up my former master
27. To perfect myself
28. I am developing the perfect martial art
29. I like beating people up
30. Prove I'm not afraid
31. Everything else is boring
32. So I can brag about it at work
33. It's a great workout
34. It keeps me motivated
35. To stand up for the week
36. I like the attention
37. It makes me better at doing crime
38. Build confidence
39. Show off
40. Love violence
41. I'm a survivor
42. Didn't know my father
43. I seek harmony of mind and body
44. It's a hobby
45. To try out new moves
46. My people are savages
47. Investigating Shadoloo
48. Just can't kick the habit
49. Save the family farm/dojo
50. Publicity for my singing career
51. My country is better than all other countries
52. Publicity for my Kung Fu school
53. It's a living
54. Keep my assassin skills sharp
55. I used to get bullied
56. Because I'm a warrior, a martial artist, it's in my blood
57. See the world, travel
58. Programmed/brainwashed to fight
59. Embarrass my family
60. I have a rival
61. Perfecting a technique
62. World domination
63. Vigilante justice
64. Enlightenment
65. I've just always been a huge fan
66. I'm a badass
67. Hated my old job
68. Mid-life crisis
69. I like pain
70. No one understands me
71. Meet potential clients for my mercenary/bodyguard/assassin business
72. Get advertising sponsorships
73. If you have to ask, you'll never know
74. It would be a waste to squander my gifts
75. I look so cool
76. Learn self-discipline
77. Be a role model for young people
78. Nervous tic
79. Test myself
80. I'm the best. Everyone needs to know that.
81. Japan is awesome
82. It's one of many sports I enjoy
83. Try to move up in the world, get out of the ranks of minions
84. I want to be just like Ryu
85. Learn self-defense
86. I'm in a cult
87. Keeping up with the Joneses
88. Friend, spouse, lover, or family member took it up, I signed up too
89. Saw it on TV. Those guys don't look so tough. I can do that.
90. Seeking the secret technique
91. They said I'd never amount to anything. Who's laughing now.
92. Religious reasons
93. Trying to break into showbiz
94. Reinvigorating a dying art
95. spy, soldier, secret agent, bodyguard, etc.
96. Recruiting for my organization
97. Hate myself and want to die
98. Looking for my father
99. For pride
100. It will make me immortal!

11 comments:

Malleustein said...

Just found this blog via Superhero Necromancer, as an old Street Fighter - The Storytelling Game fan I've pleased to see it still has its fans and supporters.

I like this list by the way, very cool, I might give it a whirl making a few NPC fighters.

Superhero Necromancer said...

Thanks Brendan! The posts here are also mostly from me (I originally used a more Street Fighter themed user name "Ansatsuken" to set it up).

It's nice to hear from a fellow fan. We played a series of Street Fighter campaigns from 1994-2002, and we've been talking about kicking another one into gear one of these days. Right now we play it a couple times a year for old-time's sake.

This list is step one to getting some new resources together to help with on-the-fly NPC creation for when we do reawaken our Street Fighter game. I'm a pretty spotty blogger, but there should be updates from time to time, as I put things together. It's great to know that there are still folks out there who appreciate that game. I agree with what you said about it a couple weeks ago on your blog -- "Sometimes good, sometimes bad, always good fun" just about sums it up.

We also had a player who created a PC that preempted a SFIII character, interestingly enough. In this case, it was Alex. The look of that character and his fighting style were a very close match to one our PCs.

Malleustein said...

I've tried a couple of times to revise parts of the game or create original material to varying degrees of success.

Like yourself, I only consider the core game book and Secrets of Shadowloo to be worth anything.

The bigget problem is keeping the simplicity, the fun pace and the feel of the game while adding new elements. Still, I suppose we can hardly do worse than the writers of Contenders eh?

Superhero Necromancer said...

You're right about that! The bar has been set low enough to give us permission to go in whatever direction works.

Looking back to when we were playing most actively, most of our house rules were just expansions. I had created dozens of new martial arts long before Contenders ever came out, and we had also been adding special moves pretty rapidly. At some point we dialed some of that back, and the rules on the blog reflect some of that.

Looking at what we did house rule, it was a kind of piecemeal, hodge-podge process, not really a systematic, top-down kind of thing. If we kick off a new campaign, we'll probably sit down and go over what ground rules we'd be using, just to get it all figured out. Interestingly, we didn't really mess with anything in the core rules too heavily except what we changed in some of the maneuvers. I'd probably lean toward going closer to the original (but still keeping a large style and maneuver list) for our next Street Fighter game.

That doesn't stop me from having at least half a dozen partially finished martial arts RPG designs. The number of half-written street fighter RPG alternatives, knock offs, and let's face it, love letters that I have laying around is an obvious legacy of how big that game is in my mental RPG landscape.

Malleustein said...

I know what you mean, I've mostly avoided the temptation to create loads of new styles and so on, but it is sorely tempting...

Thankfully, I've avoided making any terrible mistakes during chronicles, with the exception of allowing one of my players use JKD... Thankfully that fighter never got anywhere near enough XP to be a problem, but looking back the potential was there!

If I were to run the game again, I'd ditch a couple of moves from the core book, but otherwise leave it and SoS intact and ignore the rest. There ARE a few issues in the basic rules, but nothing so bad as to be game-breaking.

Superhero Necromancer said...

If I were to run the game again, I'd ditch a couple of moves from the core book, but otherwise leave it and SoS intact and ignore the rest. There ARE a few issues in the basic rules, but nothing so bad as to be game-breaking.

This matches my thinking as well. I think we'll be doing the same when the day comes for a new Street Fighter campaign. (And it will come one of these days...)

Malleustein said...

Don't get me wrong, I think 99% of the core book moves are fine, and most of the rules work as long as you can use some common sense and good judgement like any Ref' ought to.

I just wish anything post-SoS wasn't so utterly wretched, rushed and unbalanced. You can really see that they didn't give two shits, especially by the time it came to Contenders. The least offensive styles there are just dull move-dumps that reduce the fun and colour from the game.

Still, I do think with PW, SoG, PG and Contenders ignored the game holds up well and wouldn't turn down running it if I was asked to.

I have always had issue with the White Wolf experience system, because I know it isn't great, yet whenever we play a chronicle of anything no-one ever seems to mind.

Superhero Necromancer said...

You know, I have the same actual experience with the White Wolf XP system. I have a post about how awful it is, especially due to the breakdowns between freebie point costs and XP costs, and I've toyed around with alternate systems. But you know, like you, we played it for years just using the costs in the book, and it actually worked out fine.

Though I didn't ever pay close attention to the "1 pt for X, 1 pt for Y" awards. I always just did a flat award per session, which started relatively modest (4-6 XP per session) at the beginning of a campaign and scaled up (to around 10-16 XP per session) later as the characters started to get more powerful and needed a lot more points to see any gains.

Malleustein said...

Yes, well, there is that... The whole 1 point for learning something new and so on didn't make sense to me back when it was in Vampire: the Masquerade, so we had long since dropped it by the time Street Fighter came about.

But yeah, no matter how fundamentally flawed it is in design, it actually doesn't do much harm in play. Long-term chronicle progression seems fine with it. Guess sometimes we're overly concerned with stuff that players never really notice.

Superhero Necromancer said...

But yeah, no matter how fundamentally flawed it is in design, it actually doesn't do much harm in play. Long-term chronicle progression seems fine with it. Guess sometimes we're overly concerned with stuff that players never really notice.

Very true. Sometimes the inner game designer gets caught up on something because it doesn't look elegant or isn't especially well-designed, but it turns out that it actually works fine and the players are satisfied with it. I don't think I can remember ever hearing any complaints about the XP system from the player's side of the table either, and we played a hell of a lot of Street Fighter.

Malleustein said...

Yeah, I think as Referees we always see what we consider big picture implications of those kinds of rules, while players are just looking to buy the next special move or boost a trait. The grand design simply doesn't matter to them, and of all the rules players need to learn for a game, XP rules are usually among the easiest.