Hearts of Wulin is amazing. I personally rank it as the best PbtA RPG I have come across, having pipped out Masks for the top spot. It really showcases the power of PbtA design in a simple and elegant fashion.
My main 3 highlights are:
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Instead of bonds/strings, each PC has 2 entanglements. These are effectively a bonds that are directed at a PC/NPC but another PC/NPC is in conflict with it i.e. PC1 loves another PC2 but PC3 does not not approve, or PC1 feels guilty about doing something secretly to hurt PC2 and PC3 knows about it. This is essentially the triangles that Masks talks about a lot in the GM section. Having them in PC creation basically generates PC focused story and drama from the get go.
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Each PC and NPC has a scale. If you fight someone above or below your scale your lose or win respectively and only roll dice to determine the nature of the loss or victory. Stories as a default are about the PCs identifying the big bad and then needing to find a way to raise their scale so they can have a chance at beating them. This again provides for instant story and drama and can be used by the GM to define the duration of the story by determining what the PCs need to do to raise scale. For a one-off, PCs working together may be enough to raise the scale, but in a campaign it may be training or an item obtained by a quest.
- The last is the Inner Conflict move. This is triggered when a PC is confronted by their entanglements. You get XP for rolling it. On a 10+ you keep it together, on a 7-9 you must flee or mark an element (damage), on a 6- the GM makes a move. This is the central move of the whole game and basically initiates the cascading effect of PbtA's "yes but" dice system and gets you to play to find out what happens early and easily. As a GM, you can literally drive the game forward by just having entanglements confront the PCs.
I also like how the PC has 5 elements for attributes and if you mark them (take damage) you can no longer use that element. This includes the element that the PC uses for combat. This also triggers a cycle of the PC needing to seek ways of recovery through certain other moves that helps generate drama and story smoothly.
Its also really good that the rulebook has two variants in it. The first is for courtly wuxia (think Game of Thrones) and the other for supernatural wuxia (Chinese Ghost Story). Each variant gets 1 or 2 new moves that are quite powerful. Courtly wuxia has social duels and supernatural wuxia has confronting the unnatural. Each playbook also has a new archetype option and a new move that adapts the concept to that variant.
For a 230 page journal sized rulebook, its gives the source material impressive coverage.
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