BUSHIDO RPG PDF

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Watermarked PDF. $ $ BUSHIDO is a role playing game that allows you to adventure on the Misty Isles of Nippon. Players in. Every character in BUSHIDO, human or not, who is not directly controlled by a player is a point, then the campaign ceases to be a fantasy role-playing game . In a sense, any character in a role playing game is just a col lection of numeric values which determine the probability of some game- action succeeding or.


Bushido Rpg Pdf

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Bushido is also a role playing game where players take on the roles of Bushido incorporates, the Daimyo player will not actually have to conquer anything. Bushido is a Samurai role-playing game set in Feudal Japan, originally designed by Robert N. . Create a book · Download as PDF · Printable version. Bushido is described as a role-playing adventure in Samurai Japan. The game comes in a box which includes a referee screen and two books.

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One of the rare exceptions is 's Bushido. Published by Fantasy Games Unlimited and written Paul Hume and Bob Charette who'd go on to lasting fame with their game Shadowrun , Bushido opted for a what might be better called a "mythic" approach to the Sengoku period.

That is, the game's setting, Nippon, is historical Japan -- the place names and geography are the same -- but it's not strictly historical, since it's filled with ahistorical NPCs, events, and, in some cases, supernatural beings. Consequently, Nippon somehow doesn't come across as nearly as intimidating as it might if it were presented simply as historical Japan, thereby making it a far better RPG setting in the process.

As a game, Bushido is very interesting. Its rules are complex, although not as complex as one might expect from an FGU product. Much detail is given to combat, which is both expected for an RPG of the era and for one set in medieval Japan.

Of course, Bushido has rules for far more than combat, including skills, ki powers, and magic. As one would expect, the game also treats questions such as honor and status within Nipponese society, as well as how one acquires and loses them.

It's here, I think, that Bushido really shines, at least if my experiences with the game are any indication.

Players quickly acclimate themselves to the rhythms and values of Nipponese life once they see that many of the usual RPG problem-solving tactics will get them killed or, worse, ostracized.

There's something truly glorious in observing this transformation in one's players and it's a testament to good game design that such a transformation is even possible, let alone likely. I have a lot of fond memories of Bushido, which always struck me as more "serious" than any of its competitors, including TSR's late entry Oriental Adventures.

The cultural setting, the deadliness of combat, and the need to preserve and build the character's honour score encourage role-playing and reduce " hack 'n' slash " tendencies.

The gamemaster can use the various social obligations of the characters to create dilemmas which cannot necessarily be overcome by violence. Shugenja and Gakusho can use magic but it is relatively weak in comparison with many role-playing games.

The social focus of the game also works to suppress the power of magic-users. At the discretion of the gamemaster, supernatural monsters may feature in the game, greatly increasing the importance of magic-users.

Reception[ edit ] Bushido received mixed reviews. The review in the February edition of Dragon was disappointed by "a horrendous amount of typographical errors in the rules There are times when they do hamper understanding of what is suppoosed to be going on. The review ended with a guarded recommendation: "Despite these faults, the game is worth the price to the person interested in developing a more cosmopolitan outlook. Serious students will just have to wait for something better.

The game system is one of the most intelligent and carefully thought out I have ever seen. Editor Paul Pettengale commented: "Those of us who have had the pleasure of playing Bushido over an extended period of time have noticed that this is a game which lends itself far more towards campaign play than one-off scenarios.

Consequently, it takes a lot of effort and dedication on the part of the players and referee alike to play through, and even more effort to run successfully.This is not a complete game. The later Phoenix Games set is identical, but the errata has been incorporated into the text.

The overall campaign is organized by a Games Master whose imagination is only the starting point for many hours of intriguing and entertaining enjoyment. Enemies surround them on all sides and, perhaps, even lurk within their domain.

It also covers the means of fitting the character into the culture of Nippon. No Web Links Found.