I've just backed Hearts of Wulin and will see loveliness late next year.
In Hearts of Wulin, players take the role of skilled martial artists in a world of rival clans, conspiracies, and obligations. The game emulates films like Crouching Tiger, Hidden Dragon, Chinese wuxia TV series like TheSmiling Proud Wanderer and Fox Volant of the Snowy Mountain, and Chinese martial arts novels from the second half of the twentieth century. In these tales, romance is as dangerous as a blade. Everyone has ties to factions, loves they can’t quite express, and secrets which will shake them to their core. As in the source material, stories in Hearts of Wulin are driven by the characters’ duties, romantic desires, and entanglements with other characters. Hearts of Wulin is Powered by the Apocalypse (PbtA), meaning its mechanics are inspired, in part, by Apocalypse World by Vincent and Meguey Baker. The game is strongly influenced by several recent PbtA games, including Monsterhearts 2 by Avery Alder, Masks by Brendan Conway, and The Veil by Fraser Simons.
Been keeping an eye on both A Town Called Malice and Hearts of Wulin while sitting on my hands these last few weeks. I expect to crumble in the next 48 hours.
I thought I'd got past the idea of WFRP4 too. But some guy called Ben is writing a great blog series on the Cubicle 7 site about how the game design decisions play together. The one that has really piqued my interest is a 2-parter on some of the optional rules and the differences in gameplay, style and tone they bring. I was at my LFGS a free Hoyt's ago and nearly picked up the Starter Set (and/or Core book). With The Enemy Within campaign also creeping over the horizon, I am increasingly feeling the lure of Chaos.