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HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?


Steve Long

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

Things I'd really like to see in the new Martial Hero book:

 

  • Most of all -- a section on how to build all the Martial Maneuvers and Elements etc. as Standard Hero System Powers/Skills (not just Powers as Martial Arts but Martial Arts as Powers). Several Hero fans (myself included) have followed Mark Doc's pioneering work on Multi-Powered Martial Arts and it's about time it made it into an official book! Think of this like the great section in H6e on showing how Talents are constructed as Powers, Skills, etc.

 

  • Also, since Western Hero isn't likely to see the light of day anytime soon, it would be great to see a section (or sub-section with the other Gun-Fu stuff) on Western Gunfighting as it is sort of a Martial Art in it's own right and the classic Showdown and trick shooting stuff would be a welcome addition to tide us frothing Western Hero fans over ;)

 

  • Thirdly, I'll second Killer Shrike's suggestion to open open the Martial Arts construction rules with some guidelines to exceeding the 5-point cap and the combo-maneuvers.

 

  • conversely, and I guess fourthly, it would be good to see cheap and free maneuvers 0-point everyman martial arts maneuvers, and budget 1-/2-point maneuvers too, as well as the standard 3-5-pointers. How to build all the regular non-martial maneuvers then you can add additional elements/enhancements to them.

 

  • As mentioned above somewhere some sort of rock-paper-scissors bonus/penalty type of thing where some maneuvers have a bonus vs. others but a penalty vs. yet others.

 

  • Martial Maneuvers already have +OCV, +DCV, and +DC in them but how about a way to put +Initiative/Lightning Reflexes into Maneuvers -- you know, make a Fast Strike actually faster! That would be a worthy upgrade of the system for the new edition.

 

  • Mental and Telekinetic Martial Arts stuff would be good to have too.

 

  • Put the Lucha stuff in for 6e!

 

  • Lotsa NPCs showcasing the wide variety of styles and genres and if there's not enough room in the hard copy book put more into the PDF as a bonus to push bundle + e-sales at the Hero Store!

 

  • Don't skimp on the page count, or leave too many margins unsidebarred/exampled, there's just so much martial goodness to cram in there!

The incarnations of Ultimate Martial Artist / Ninja Hero have been some of the best books over the years and I'm sure this will be no exception but I think there's room to improve and take it up a notch.

 

I'm really looking forward to this one!

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

I beg your pardon?

 

On the bright side, I don't believe that it's been mentioned yet.

 

http://en.wikipedia.org/wiki/Parkour

 

Freerunning. You've seen it in just about every action movie made in the last 5 or 6 years; its the hip new thing. Maybe the most high-profile scene is the chase at the beginning of Casino Royale.

 

http://www.youtube.com/watch?v=IPmJ73XRlUs

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

Although I enjoy watching parkour in movies, I wouldn't call it a martial art - it's basically running, climbing, acrobatics and some extra leaping. Those are useful skills for most martial artists, but they're not a martial art.

 

Neither is football, to be honest, and one thing I'd like to see is non-martial arts go away to make space for more martial arts goodness.

 

cheers, Mark

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

Although I enjoy watching parkour in movies' date=' I wouldn't call it a martial art - it's basically running, climbing, acrobatics and some extra leaping. Those are useful skills for most martial artists, but they're not a martial art.[/quote']

 

I think you're looking at it from the wrong angle. According to the Wikipedia article that Killer Shrike linked to, Parkour seems to have (or is developing) a set of defined techniques, only focused on movement instead of combat.

 

After thinking about it, it might be appropriate to add more movement elements to martial arts, and have Parkour used as an example of those elements.

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

Let me cut off a few lines of discussion to save everyone time. ;)

 

I will not be including "Stoojutsu," Football, or other such stuff as "Martial Arts." Nor will I include Parkour, which in game terms I consider just a little extra Running or Leaping with Requires An Acrobatics Roll. (I definitely agree that it's cool to watch!;) )

 

I will not be including rules that allow for Martial Maneuvers costing more than 5 points. I don't believe they're necessary or helpful, especially in light of 6E's rules for Multiple Attack. I will include some discussion about the APG's option of allowing defensive maneuvers into a Multiple Attack sequence, and how that can be used for block-strike maneuvers and other such folderol; similarly, some of the martial arts abilities in Chapter Three will undoubtedly provide other means of creating such techniques.

 

I will not be including "Mental Martial Arts" in this book; this is not a book about mental powers. You can find that sort of thing in The Ultimate Mentalist. I might include some expanded rules for using Martial Maneuvers with Telekinesis, which is an appropriate subject for HSMA, if I think there's anything that needs to be said.

 

Enough has been said about "tiered" or "treed" purchases of Martial Maneuvers, making later purchases more effective, etc., etc. Please don't carry on extended discussions in this thread; it makes it harder for me to extract the actual nuggets of useful material. ;) Please just make your suggestion and then leave it be until you have your next Cool Idea. ;)

 

Reprinting the extra Hit Locations from DC would be handy for those more specific martial arts attacks (I lift my opponent up and break his spine over my knee etc).

 

I'll use one of TMM's comments to make a general point: I don't plan to reprint stuff that's in 6E or the APG in HSMA -- that's the whole point of putting 'em in Core Library books. ;) Since the expanded list of Hit Locations is in the APG, no need to have it in the HSMA.

 

I might reprint something from a 5E book that hasn't yet been carried forward (e.g., the optional Feint Skill from TUS), but that's a beastie of a different color. ;)

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

Most of all -- a section on how to build all the Martial Maneuvers and Elements etc. as Standard Hero System Powers/Skills (not just Powers as Martial Arts but Martial Arts as Powers). Several Hero fans (myself included) have followed Mark Doc's pioneering work on Multi-Powered Martial Arts and it's about time it made it into an official book! Think of this like the great section in H6e on showing how Talents are constructed as Powers, Skills, etc.

 

You're going to have to explain what you mean by this better, Hierax -- I'm not following you at all. Martial Arts is already a standard HERO System Skill.

 

 

Also, since Western Hero isn't likely to see the light of day anytime soon, it would be great to see a section (or sub-section with the other Gun-Fu stuff) on Western Gunfighting as it is sort of a Martial Art in it's own right and the classic Showdown and trick shooting stuff would be a welcome addition to tide us frothing Western Hero fans over

 

UMA has has "Zen Riflery" in it since the 4E edition in 1994, so IMO this is already covered sufficiently. If you want more Gun Fu, you're just going to have to wait until I finish STORMlords or break it up into pieces-parts PDFs -- heck, that whole campaign idea started with the notion that, "Hey, I could do a whole PDF of awesome Gun Fu abilities and stuff!". ;)

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

Things I'd really like to see in the new Martial Hero book:

 

 

  • Most of all -- a section on how to build all the Martial Maneuvers and Elements etc. as Standard Hero System Powers/Skills (not just Powers as Martial Arts but Martial Arts as Powers). Several Hero fans (myself included) have followed Mark Doc's pioneering work on Multi-Powered Martial Arts and it's about time it made it into an official book! Think of this like the great section in H6e on showing how Talents are constructed as Powers, Skills, etc.

 

You're going to have to explain what you mean by this better' date=' Hierax -- I'm not following you at all. Martial Arts is already a standard [i']HERO System[/i] Skill.

 

Sorry, I meant Standard as in the same general system that is used for non-Martial arts abilites using Combat Skill Levels and Powers.

 

Mark Doc's old site is down but his work is still on the wayback machine:

http://web.archive.org/web/20050111190231/http://www.geocities.com/markdoc.geo/Gaming_stuff/martialarts.html

 

Here's a pdf of it:

[ATTACH]34310[/ATTACH][ATTACH=CONFIG]34311[/ATTACH]

 

Basically, instead of using the Martial Arts skill costs you use the regular Skill and Power Costs; each Martial Maneuver is a Multi-Power Slot made up of a combo of Combat Skill Levels. Things like:

1u
Basic Strike:
HA +2d6
(plus STR) (10 Base Points); Reduced Endurance (0 END; +½), (15 Active Points); Hand-To-Hand Attack (-½) (10 Real Points). Plus Combat Skill Level (
OCV +1
; +2 points) [Total 12 BP; 17 AP; 12 RP].

 

1u
Defensive Block:
Combat Skill Levels (
OCV +1
; +2 points and
DCV +3
; +9 points) (11 Real Points).

 

2u
Offensive Strike, DC +1:
HA +5d6 (plus STR) (25 Base Points); Reduced Endurance (0 END; +½), (37
Active Points); Hand-To-Hand Attack (-½) (25 Real Points). Plus Combat Skill Level (DCV +1; +3 points), Negative Combat Skill Levels (OCV -2; -4 points). [Total 28 BP; 40 AP; 24 RP]

 

5u
Flashing Fist (UMA.133):
HA +6d6 (plus STR) (30 Base Points); Autofire (5 shots; +½), (Reduced Endurance (0 END; +1) (+1½; 75 Active Points); Hand-To-Hand Attack (-½) (50 Real Points).

 

5u
Kickmaster (UMA-5e.105):
HA +8d6 (12d6 with STR) (40 Base Points); Armor Piercing (+½), Reduced Endurance (0 END; +½), (+1; 80 Active Points); Hand-To-Hand Attack (-½) (53 Real Points). Plus Combat Skill Level (DCV +1; +3 points), Negative Combat Skill Levels (OCV -2; -4 points).
[Total 43 BP; 83 AP; 52 RP]

Here's an abridged version I did for 5e that contains all the UMA maneuvers + major NPC write-ups:

[ATTACH=CONFIG]34311[/ATTACH][ATTACH]34312[/ATTACH]

 

The MPP MA system has an initial buy-in cost of the MPP Reserve and then it's cheaper to add a variety of maneuver slots. It is very easy to balance Martial Artists directly with other types of character because they all use the same skill/power costing, instead of the proprietary Martial Arts Skill costing. It has no artificial point cap.

 

You've essentially already used this sort of thing, in part, for several martial character write-ups (and YengTao school) and briefly mention (UMA.133) a MA MPP but this system goes further and adds the Combat Skill Levels and Penalties in and allows the standard martial maneuvers to be put into the same MPP as these special maneuvers, and it is much easier to deal with Advantages (e.g., Kickmaster and Snake UMA.105) in a way that is consistent with the overall Hero System for non-Martial arts abilities.

 

MPP Martial Arts are a logical extension of what has already been done that provides a very viable alternative and/or addition which would enhance the value of a 6e UMA book.

 

"Hey' date=' I could do a whole PDF of awesome Gun Fu abilities and stuff!". ;)[/quote']

 

That would be very cool!

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

A thought along the "Real Martial Arts" lines: Perhaps, as stated, that could be assumed as the default state, but instead of an Advantage there's an Adder of some sort that makes them "Unreal." It could be 1 point per Martial Maneuver, or a flat 5 or 10 points, or whatever seems appropriate.

 

Though to tell the truth I'd rather see the "Unreal" abilities built using HA and other Powers. (That's just my preference, of course.)

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

YOu know some expanded rules for dueling (Intense one on one combat),would be nice. Expanding the rules intended for those one on one climatic battles be they a sword fight, a showdown at the OK Canal, or 2 kung fu masters where it is understood only one will be walking out of the dojo...

 

Basicaly I am thinking of a much more detailed combat system that is only recomended for end of story type of fights...

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

I just wanted to throw in my seconding on the following:

  • Most of all -- a section on how to build all the Martial Maneuvers and Elements etc. as Standard Hero System Powers/Skills (not just Powers as Martial Arts but Martial Arts as Powers). Several Hero fans (myself included) have followed Mark Doc's pioneering work on Multi-Powered Martial Arts and it's about time it made it into an official book! Think of this like the great section in H6e on showing how Talents are constructed as Powers, Skills, etc.
  • Also, since Western Hero isn't likely to see the light of day anytime soon, it would be great to see a section (or sub-section with the other Gun-Fu stuff) on Western Gunfighting as it is sort of a Martial Art in it's own right and the classic Showdown and trick shooting stuff would be a welcome addition to tide us frothing Western Hero fans over ;)
  • conversely, and I guess fourthly, it would be good to see cheap and free maneuvers 0-point everyman martial arts maneuvers, and budget 1-/2-point maneuvers too, as well as the standard 3-5-pointers. How to build all the regular non-martial maneuvers then you can add additional elements/enhancements to them.
  • As mentioned above somewhere some sort of rock-paper-scissors bonus/penalty type of thing where some maneuvers have a bonus vs. others but a penalty vs. yet others.
  • Martial Maneuvers already have +OCV, +DCV, and +DC in them but how about a way to put +Initiative/Lightning Reflexes into Maneuvers -- you know, make a Fast Strike actually faster! That would be a worthy upgrade of the system for the new edition.

In reference to the Western Hero bit: I'm understanding, of course, that the Zen Riflery listing is expected to cover this. Mentioning that explicitly would be a good thing. Also, in whatever's done with ranged combat, keep in mind any ideas that could be used in a Western gunfight, even borrowing from the actual 4th Ed Western Hero book where appropriate.

 

A similar thought: some of the more interesting "combats" in movies have been purely verbal and/or intellectual, such as the exchange between Westley and Vizzini in The Princess Bride or the sparring between West and Loveless in the Wild Wild West movie. (I'm sure there are plenty of other examples; these are the clearest ones that come to mind.) Nothing needs to (or even probably should) be mentioned in the new book about that, other than perhaps one or two brief sentences, but in the 6E development threads there was some discussion about wanting a "social combat system" that would handle this sort of thing. Occasionally thinking along the lines of, "How could this be used in a social combat system in the future?," could be a great thing. (The actual social combat system would probably be in APG2.)

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

http://en.wikipedia.org/wiki/Parkour

 

Freerunning. You've seen it in just about every action movie made in the last 5 or 6 years; its the hip new thing. Maybe the most high-profile scene is the chase at the beginning of Casino Royale.

Probably shouldn't comment until I get 6th, but at least in 5th I considered Parkour a special effect for Environmental Movement: Urban.

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

Thanx for the additional info and clarifications Hierax!

 

As you say, I think this thing has pretty much already been touched on in previous books. I'm definitely planning to expand that discussion a bit (as I may've hinted in my intro post, I don't recall), but I'm not sure I'm likely to go around the block with it in quite the same way as you're thinking. But since the tools remain available we can all build what we want anyways. ;)

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

1. Expand the Boxing list of maneuvers to include various "dirty" techniques--low blows, rabbit punching(hitting behind the head), kidney punching, headbutting, holding and hitting, biting, and even flipping opponents onto the canvas/ground. I've seen all of these done in fights before. Most experienced boxers are capable of these kinds of techniques, even if most of them avoid doing so they could still perform them in a real "street" situation. BTW, boxing gloves are not worn to protect others from injury, they're worn to protect the hands from injury. An experienced heavyweight with 24oz. gloves on could still inflict severe brain damage on a normal with a few well-placed punches.

2. Thai boxing should have some optional techniques like jumping knees and elbow flurries ala Ong Bak. The latter is basically AF3 Hand attack or possibly a small KA. Possibly also a maneuver that paralyzes an opponent's leg with a low kick to a key part of their lower back thigh and knee joint.

3. Parkour isn't a MA, agreed, but it's so commonplace in the genre now that it wouldn't hurt to present it as a sort of "package" of Acro/Breakfall, extra running and leaping, and maybe a DCV level or three.

4. Maneuvers designed around superheroic or fantasy archetypes, such as growth, superstrength, energy projection(and EP/brick hybrids), superspeed, combat sorcery, duplication, etc.

5. Group maneuvers--something similar to the "array" fighting mentioned in previous editions.

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

First, I'd like to suggest including gladiatorial martial arts, much like the "Morituri Te Salutant!" article from Adventurer's Club #17 - which also included using nets as weapons.

In a similar vein, the use of cloaks (or presumably drapes or whatever might be available) might at least be written up for use with Fencing etc.

Since the HSMA is going to be a core rulebook, I also hope the Energy Projector Ranged Martial Art will be included, perhaps with some notes on optional maneuvers for use with Disarm at range etc. This would work for guns or projectile as well.

I just wanted to throw in my seconding on the following:In reference to the Western Hero bit: I'm understanding' date=' of course, that the Zen Riflery listing is expected to cover this. Mentioning that explicitly would be a good thing. Also, in whatever's done with ranged combat, keep in mind any ideas that could be used in a Western gunfight, even borrowing from the actual 4th Ed Western Hero book where appropriate.[/quote']

Special tricks like Fanning would probably constitute a Multiple Attack or bought at a limited Autofire Advantage, but things like using Fast Draw to fire a gun while still in the holster (or still in a pocket for modern variants) might qualify for a Maneuver built with a Lightning Reflexes element included.

A similar thought: some of the more interesting "combats" in movies have been purely verbal and/or intellectual' date=' such as the exchange between Westley and Vizzini in [i']The Princess Bride[/i] or the sparring between West and Loveless in the Wild Wild West movie. (I'm sure there are plenty of other examples; these are the clearest ones that come to mind.) Nothing needs to (or even probably should) be mentioned in the new book about that, other than perhaps one or two brief sentences, but in the 6E development threads there was some discussion about wanting a "social combat system" that would handle this sort of thing. Occasionally thinking along the lines of, "How could this be used in a social combat system in the future?," could be a great thing. (The actual social combat system would probably be in APG2.)

The staredown rules from Ninja Hero might actually be considered a PRE Attack duel, with the winner applying [winner's level of effect minus loser's level of effect] the result to his advantage. This could work with the Princess Bride example as well, if that is viewed as an extended contest of the same nature (each successful stunt, impressive line, or Maneuver or adding perhaps +1d6 to the total of the extended contest). The Princess Bride example also highlights the use of Environmental Movement, Surprise Maneuvers, Acrobatics, Sleight of Hand, the Feint Skill (please include this in the HSMA! I have TUS but I think Feint should be a Core Rules Skill), and possibly Ambidexterity, apart from the Interaction Skills used, much like any good Musketeer movie.

This also makes me think of an issue with altitude advantages and their possible effects, but I'm not sure if that needs much rules addressing at present.

1. Expand the Boxing list of maneuvers to include various "dirty" techniques--low blows' date=' rabbit punching(hitting behind the head), kidney punching, headbutting, holding and hitting, biting, and even flipping opponents onto the canvas/ground. I've seen all of these done in fights before. Most experienced boxers are capable of these kinds of techniques, even if most of them avoid doing so they could still perform them in a real "street" situation. BTW, boxing gloves are not worn to protect others from injury, they're worn to protect the hands from injury. An experienced heavyweight with 24oz. gloves on could still inflict severe brain damage on a normal with a few well-placed punches.[/quote']

This sounds like Dirty Infighting Maneuvers added to the Boxing package. Incidentally, some additional notes on adding Maneuvers or tricks from other styles would be useful - such as adding a mechanically identical Maneuver from another MA style that uses a different technique, body part, weapon, and/or Hit Location application of the same game mechanic.

2. Thai boxing should have some optional techniques like jumping knees and elbow flurries ala Ong Bak. The latter is basically AF3 Hand attack or possibly a small KA. Possibly also a maneuver that paralyzes an opponent's leg with a low kick to a key part of their lower back thigh and knee joint.

Ditto for this - some Maneuver elements might be listed as "common Maneuvers to the following styles" to save some space, especially concerning related styles.

3. Parkour isn't a MA' date=' agreed, but it's so commonplace in the genre now that it wouldn't hurt to present it as a sort of "package" of Acro/Breakfall, extra running and leaping, and maybe a DCV level or three.[/quote']

Considering that according to the wikipedia entry the military is looking into special training in this, it might be grouped with some form of Combat Training.

Similarly, applications of Environmental Movement might be noted for those MAs where it is especially appropriate.

4. Maneuvers designed around superheroic or fantasy archetypes' date=' such as growth, superstrength, energy projection(and EP/brick hybrids), superspeed, combat sorcery, duplication, etc.[/quote']

Ditto, as noted above especially, and combat sorcery Maneuvers would be an interesting special case.

5. Group maneuvers--something similar to the "array" fighting mentioned in previous editions.

This could also be interesting in conjunction with Duplication.

 

All in all, I can't think of any really good and new ideas that haven't already been mentioned. Many, many excellent ideas of which I have nothing to add excepting these ones. :)

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

Speaking of millitary and martial arts:

I remember reading that someone involved in developing combat training for the army made the point "I have never seen anyone able to perform an effective high kick while wearing body armor and a full pack."

 

Maybe a discussion of how encumbrance, as well as hindrances like small spaces, etc, interact with Martial Arts, can be part of the discussion on the issue I'm calling (and I don't know if this is the best way to talk about it) the "(Implied) Real Martial Arts Limitation."

 

And to those who want to "buy off" the implied limitation, I say that Martial Arts are something like Talents. If I want Combat Luck without the associated Limitations, what I should do is buy some form of Resistant Protection. There is very little that you can do with Martial Arts that you can't do WITHOUT Martial Arts.

 

Lucius Alexander

 

Unlimited Palindromedary

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

I second Hierax' suggestion for providing "power writesups" for existing MA maneuvers, as with Talents. Even if they're not the official way of defining MA skills, they're inspiring for those who want to create or modify their own maneuvers.

 

And "yes" to new maneuvers in general... a couple of ideas:

+ aerial maneuvers for flying characters

+ manuevers that make use of body armor

 

I'd like to see at least a brief discussion and examples of martial powers - fantastic abilities like whirlwind attacks, vibrating hands, iron shirt, etc, built as powers, but with martial SFX. (Stuff that would be called Feats in certain other game systems..) These could be purchased standalone or in a framework.

 

What about some sort of skill enhancer, that does for MA what scholar does for knowledge skills?

 

Fantasy-inspired MA styles... elven archery, dwarf tunnel fighting, MA for warhorses, MA for dragons, etc.

 

Don't know if anyone has suggested this, and it's likely outside the scope of the book, but how about new types of maneuvers that are not traditional MA? For example, maneuvers designed specifically to work with powers, or with presence attacks, or with mental combat? This would allow, for example, energy projectors to create special arts related to their particular powers; PRE-based maneuvers could be used to construct systems for formal social combat; etc. (Sorry I don't have any particular ideas for what these would look like or how they would work, I just think its a cool idea. Also now that we formally have MOCV/MDCV we need maneuvers for them...!)

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

If it hasn't been suggested yet, A Break out of Styles Based on what historical era they are most appropriate for : Medieval, Victorian, Modern, etc.

 

Perhaps this is just an issue I deal with, but some discussion of how to keep martial arts special/meaningful in settings where it is trivial to justify Martial Arts training (pretty much any modern setting)

 

Styles

52 Blocks (probably just a Jailhouse Rock Variation)

Sambo

LINE/MCMAPS (Marine Corps)

CQC/Combatives/MAC (Army)

Kalaripayat

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Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

 

Perhaps this is just an issue I deal with' date=' but some discussion of how to keep martial arts special/meaningful in settings where it is trivial to justify Martial Arts training (pretty much any modern setting)[/quote']

 

There's also the flip side of this - how do you build a skilled fighter in a setting where martial arts are inappropriate and still give him a distinctive style?

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