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7/19/2025, 12:36:54 AM
>>96066224
You don't need to. Most Xianxia don't give a fuck about the actual beliefs beyond lightly using well-known words like "the dao that can be spoken is not the true dao", "red dust by the roadside" and having buddhists offer to help you "cross the sea of suffering" by killing you and taking your things.
It's on average no more real ancient china and real ancient chinese concepts than AD&D is real ancient europe. Heavily inspired, yes, just like it is by Jin Yong's sects, Legend of the Swordsmen of the Mountains of Shu, Journey to the West and various webnovels but it is it's own fantasy thing and not really historical or very focused on the real deal except as an exception to make a scene cooler or if the author is really into a historical period.
Anyway i'd start with OD&D or AD&D because the actual journey they go through is highly similar.
They explore a sandbox setting, go into dungeons (ancient cultivator tombs/inheritances, secret realms either owned by sects or fought over, etc) where you can decide to push your luck or take the treasure and run, wilderness where powerful demon-animals (including sentient ones) can fuck you up and all sorts of thing abounds, city adventures that are mostly faction play all of which relies on taking risk/violence/powerful backers, you leave weaker areas for more powerful ones because you don't get exp for dealing with too weak stuff (AD&D-specific and ties well into the leaving your weaker backwards region to go closer to the central place, possibly returning for some badass dungeon you couldn't deal with) and higher level adventures are planar which fits higher realms very well.
XP for treasure/herbs/spirit stones also fits readily into this along with training costs/downtime cultivation.
Honestly the only thing I think it wouldn't model out of the box well is different techniques, but my inclination would just to have you treat them as weapons and spells for gameplay trumping simulationism.
You don't need to. Most Xianxia don't give a fuck about the actual beliefs beyond lightly using well-known words like "the dao that can be spoken is not the true dao", "red dust by the roadside" and having buddhists offer to help you "cross the sea of suffering" by killing you and taking your things.
It's on average no more real ancient china and real ancient chinese concepts than AD&D is real ancient europe. Heavily inspired, yes, just like it is by Jin Yong's sects, Legend of the Swordsmen of the Mountains of Shu, Journey to the West and various webnovels but it is it's own fantasy thing and not really historical or very focused on the real deal except as an exception to make a scene cooler or if the author is really into a historical period.
Anyway i'd start with OD&D or AD&D because the actual journey they go through is highly similar.
They explore a sandbox setting, go into dungeons (ancient cultivator tombs/inheritances, secret realms either owned by sects or fought over, etc) where you can decide to push your luck or take the treasure and run, wilderness where powerful demon-animals (including sentient ones) can fuck you up and all sorts of thing abounds, city adventures that are mostly faction play all of which relies on taking risk/violence/powerful backers, you leave weaker areas for more powerful ones because you don't get exp for dealing with too weak stuff (AD&D-specific and ties well into the leaving your weaker backwards region to go closer to the central place, possibly returning for some badass dungeon you couldn't deal with) and higher level adventures are planar which fits higher realms very well.
XP for treasure/herbs/spirit stones also fits readily into this along with training costs/downtime cultivation.
Honestly the only thing I think it wouldn't model out of the box well is different techniques, but my inclination would just to have you treat them as weapons and spells for gameplay trumping simulationism.
6/20/2025, 4:43:45 PM
6/20/2025, 4:43:45 PM
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