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Post by xerxez on Dec 21, 2014 21:16:22 GMT -6
So I got ahold of this again and it brings back some wonderful memories.
I wonder if anyone aboard the forum is still playing this game.
Trying to figure out how to get some minis now--without selling a child.
Not that I wouldn't sell a child. They better behave
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Bushido
Dec 22, 2014 1:17:07 GMT -6
Post by tkdco2 on Dec 22, 2014 1:17:07 GMT -6
I've only played it once years ago. But a friend gave me a copy for Christmas this year. Maybe I'll get around to running a game. Reaper may have a line of miniatures that would be useful in a Bushido game. Also try this forum for other ideas: theminiaturespage.com/boards/topics.mv?id=232Note: The forum I linked shuts down for maintenance every night at midnight PST/3 am EST for a couple of hours. So if it's offline, try again in a couple of hours.
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Bushido
Dec 22, 2014 5:13:31 GMT -6
Post by Vile Traveller on Dec 22, 2014 5:13:31 GMT -6
This is top of my never-played-but-always-wanted-to list.
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Bushido
Dec 22, 2014 6:01:25 GMT -6
Post by Finarvyn on Dec 22, 2014 6:01:25 GMT -6
I'm moving this thread. It's neither an other edition of D&D nor a simulacrum.
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Bushido
Dec 22, 2014 7:34:22 GMT -6
Post by snorri on Dec 22, 2014 7:34:22 GMT -6
I had a one-shot session recently. It was really nice.
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Post by makofan on Dec 22, 2014 9:41:39 GMT -6
Hmm, maybe I should do a one-shot sessions as my 2015 Christmas extravaganza
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Bushido
Dec 22, 2014 9:56:35 GMT -6
Post by kesher on Dec 22, 2014 9:56:35 GMT -6
My friends and I played it on and off back in, '83-84? We definitely played through Valley of the Mists. I had the 2nd ed. boxed set published by FGU. Not long after joining up here, coffee was nice enough to sell me his earlier edition, published as two 6x9 booklets by Phoenix Games(?) Nowadays I also own the 3rd ed. (well, maybe it's not really a new edition...) published by FGU as a single, perfect-bound book. It's pretty interesting to compare the Phoenix Games edition to the FGU boxed set. I can say with confidence that the PG edition is essentially Bushido Basic. I've not yet run it, but would like to at some point...
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Post by thorswulf on Dec 22, 2014 10:17:43 GMT -6
The official Bushido line of miniatures is still being partially produced by Brigade Games under Parroom Station brand name. These are still Bob Charettes' IP as far as the humans go, and as such all the old character figures are still being made. The monsters and such I have no idea about. However Dixon miniatures makes a wonderful line of Fantasy/mythological monsters that would work well. Some of the L5R figs will also work.
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Deleted
Deleted Member
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Post by Deleted on Dec 22, 2014 19:58:04 GMT -6
I've not yet run it, but would like to at some point... Well, we need to use something to finish Deep Carbon Observatory, right? ;-)
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Post by xerxez on Dec 22, 2014 20:22:40 GMT -6
Sorry Finarvyn. Misplaced.
Kesher, that's great you have those two booklets. Any major rules differences? I once owned the boxed set with the larger booklets that included Valley of the Mists (I think). We never had a true campaign but enjoyed the times we played it immensely. Most of our games centered on Ninja clan adventures. Now I'd like to delve more into the Samurai side...been watching the Samurai Trilogy about Mishashi Myamoto, very inspiring for a Bushido campaign.
I like the system of "On" points which rewards/penalizes how a player maintains character and class expectations.
Thanks to everyone else on the suggestions for miniatures. I'm disappointed to find there are not more prepared adventures. At least Valley of the Mists is inexpensive and it has a lot of room to expand, really the roots of entire campaign.
Happy holidays and the best to everyone!
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Bushido
Dec 23, 2014 6:33:10 GMT -6
Post by Finarvyn on Dec 23, 2014 6:33:10 GMT -6
I've never played the game because I'm not "into" adventures in the Orient, but I remember seeing advertisements (in Dragon?) back in the day. I'd be interested in hearing more about the system, however. Anything particularly innovative? Sorry Finarvyn. Misplaced. No problem. I just slid it over.
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Bushido
Dec 23, 2014 10:26:15 GMT -6
Post by kesher on Dec 23, 2014 10:26:15 GMT -6
I've not yet run it, but would like to at some point... Well, we need to use something to finish Deep Carbon Observatory, right? ;-) Dude, you KNOW you shouldn't say stuff like that to me, right?? I'll try to post the basics of the rules when I have more time. It was definitely innovative for the time. In terms of the two different editions, the PG ed., for instance, has no yakuza class, I don't think it has the gakusho class, it has fewer spells, monsters, etc. It's character sheet was one-sided, 6x9. My guess is, using those rules, you could make a new character in maybe 15 minutes, tops. There are some great expansions in the FGU ed., don't get me wrong! It's just a crunchier game...
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Deleted
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Post by Deleted on Dec 23, 2014 10:34:52 GMT -6
I'd be interested in hearing more about the system, however. Anything particularly innovative? I wrote a review of it on dragonsfoot back in '08. Needless to say, I'm a pretty big fan of the game and consider it the best skill/class hybrid game ever. It is also among the worst edited gamebooks ever. www.dragonsfoot.org/forums/viewtopic.php?f=38&t=30848&hilit=bushido
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Bushido
Dec 23, 2014 13:31:48 GMT -6
Post by kesher on Dec 23, 2014 13:31:48 GMT -6
Well, there you go--that's a much more thorough summary than my lazy self would've gotten too... Great write-up! ...it also reminded me that the PG edition is also lacking the war game and dominion management elements, too. Again, they're great expansions, just not actually necessary for the core of what the game is about. I remember walking two or three miles in the summer of (it MUST have been '83) to a local mall to buy it at Games by James. We went to stay at someone's cabin that weekend (it's a Minnesota thing...) and for most of the time we were there I had my head buried in the rule books. It definitely left me confused, but also enthralled; I'd never before encountered the likes of kamis or hungry ghosts, kappa or tengu. It blew my mind and sent me off to read more primary sources...
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Bushido
Dec 23, 2014 15:21:30 GMT -6
Post by xerxez on Dec 23, 2014 15:21:30 GMT -6
Guys, I'm pretty enamored right now.
The key mechanic to the game is a Base Chance of Success (BCS) which represents a number you must roll equal to or lower on the d20.
Further, what number you roll is important--succeeding is one thing, but your Effect Number tells you how much of a success it was. A 1 is usually a critical success, while a 20 is usually a critical failure. There are critical tables to further define these rolls. And there are steps in between to gauge how good or how bad of a success you achieved.
The BCS is derived from dividing an arbitrary number from attribute/skill scores and modifiers are applied.
You begin play with a certain set BCS based on profession and modifiers and attributes--you can improve both physical and mental attributes and skills. Saving throws are attribute based and work like the BCS.
There are basic professions to be played-Bushi (samurai type warriors or samurai), Budo (other kinds of warriors, including martial artists), Yakuza, Ninja, Shugenja (Magic Users) and Gakushko (Clerics, sort of -- priests or monks of the Shinto or Buddhist paths. There are different elemental schools for MU's. Yogic schools for the clerics. Each profession comes with a prepared skill list and bonuses to certain skills.
You improve attributes and skills by defeating opponents, study, physical or mental training, or through good role play.
Status is very important and generates a number which is used to determine reactions the way a reaction table is used in D&D. In extreme cases characters are subject to the status tables as if they were the NPC--failing the die roll, they cannot resist some requests or obligations. Even if they succeed in resisting the request or obligation, they will lose honor points called On which have to do with character advancement as well as Status interactions.
There is a random table for your Birth Rank--however, you can rise from the lowliest of positions to become Daimyo, if that is your wish. Like Tekumel, the imperial family is inaccessible except through marriage or birth. Safe to say you will have no Imperial PC's (unless the GM wants) but you can rise to Shogun or service to the Shogunate.
You have certain capabilities tied into attribute score (like swimming, climbing, etc)as well as your skills. Quite a bit of record keeping in this game but it comes with detailed character sheets that facilitate this.
The monsters are actually very interesting, there are a few who are outright "evil" in the Western sense who attack on sight but often how an outcome with monsters comes out is dependent on how it is role-played. Even the most ferocious and cruel of monsters can be appeased or placated by either clever roleplaying or bribes/acts of service.
The module that can be found online, Valley of the Mists, is short as modules go but contains the seeds of an entire campaign. Aside from several dungeon and forest adventures as well as political intrigues, there are many other areas that are mapped out and keyed, and there are numerous clan and professional foundations laid for lots of future adventures.
There is as much focus on cultural and courtesy factors in Bushido as there are in, say Tekumel. It is quite possible, for example, that your samurai character may be placed in a position to commit seppuku and you will have to create another character. However, there is an abundance of mythic and fantastic outlets involving ghosts, monsters, and gods (Kami) so that a game can be political OR mythic in nature, or a combination of both.
As has been said, it's hard to pierce editorially, but once you do, it all comes at once.
The rules are divided into numbered sections and from these sub-sections. A simple glance at the Table of Contents will steer you where you wish to go--after tis, its wise to do as I have done which is to read ALL of it and highlight the sentences in each section which succinctly state how a rule is applied.
Uh, whoever designed this game was highly intelligent and most certainly degreed. That said, it's not a hugely complicate system, it's more a matter of learning his lingo for everything. Once you do that, it's like "Ohhhhh...I get it."
This is a game to play with people who like roleplay and learning a fantasy culture- the game is very historical but deviates where it deems necessary for play--it is set in mythical "Nippon"--the Japan of Legend, not history.
Still, historical flavor and accuracy are very high.
As a DM, your real problem is going to be finding a group of players who will enjoy and explore its themes. Playing it like D&D would kind of demean it and one should simply play oriental Adventures instead of Bushido.
Character creation is going to take you at least an entire game session....and part of that will be explaining to our players how honor points and Status work, because that is a huge factor in the game. Not to mention explain the geography and social structure of Nippon, which is nicely condensed in the game but as a GM you are going to want to read up.....or watch lots of movies!
Hope this helps.
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Bushido
Dec 29, 2014 17:36:29 GMT -6
Post by xerxez on Dec 29, 2014 17:36:29 GMT -6
Well, from the time I posted this til now I have been reading the rules for this game and Whew!
We didn't use most of this when I played this as a kid, and I can now remember why.
It's pretty cumbersome. I've had no trouble with it except for the movement and actions rules for what is known as the Detailed Turn, which in D&D is known as the Combat Round. There are five different
scales of time, in fact--but I understand them all except the Detailed Turn.
Essentially, every character has what is known as a Base Action Phase. Except in cases of surprise, order of combat or other rounds-based activities begins as a countdown from the BAP of the highest rated
BAP in the encounter.
When it gets to your BAP, you can act. However, you have three different scores to take into account to determine what sort of and how many actions you can take. Possible actions are pretty well classified
and documented in the book and they are listed with designations of basic, primary, and secondary status. In addition to these considerations, the action of attacking is further broken down into
different kinds of attacks--there is the basic weapon strike that is a matter of hit or miss and applying weapon damage and strength modifiers--but there is the additional classifications of advanced weapon
attacks depending on weapon type or special training--bash, disarm, entangle, parry, break opponent weapon, etc. These attacks have effects beyond doing damage, including but not limited to stunning, knocking an opponent backwards, shutting down their attacks, etc. There are also
critical effect tables, you roll on them if you roll a natural 1, they can increase damage in most cases or if you roll on them good enough you get to re-roll on two other tables, and another lucky roll on THESE tables can mean an instant kill.
It reminds me of FASA Star Trek as I recall that system.
Also, you must have a required accrual of On or honor points to not only reach a certain level--but to keep it! By disobeying Bushido or other cultural customs, you can actually lose a level you'd already
gained. There are only two ways levels can be gained--through combat and magic, although the GM can grant you points of On for playing in character or clever gaming. which helps. But wealth in no way adds
to level as in D&D.
If anyone understands the concept of the Detailed Turn, I'll take a shortcut : )
But its been fun reading.
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Post by dragondaddy on Jan 19, 2015 20:27:38 GMT -6
If you are still looking for minis for this, if you can find Legend of the Five Rings minis, they would work good for Bushido. Also, Iron Wind Metals still sells Samurai Warriors, everything they ever made can be recast. Iron Wind Metals www.ironwindmetals.com/d/index.php
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skars
Level 6 Magician
Posts: 407
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Bushido
Jan 29, 2015 20:57:18 GMT -6
Post by skars on Jan 29, 2015 20:57:18 GMT -6
I was lucky enough to find "The Heroes of Nippon" PG booklet at a local thrift shop for $.50 just a few months back but I don't have the second book, "The Land of Nippon." What am I missing? It appears the core rules are here...
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Deleted
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Bushido
Jan 30, 2015 9:04:14 GMT -6
Post by Deleted on Jan 30, 2015 9:04:14 GMT -6
I was lucky enough to find "The Heroes of Nippon" PG booklet at a local thrift shop for $.50 just a few months back but I don't have the second book, "The Land of Nippon." What am I missing? It appears the core rules are here... The second book contains all the DMG/MM type information: monsters, treasure, battle rules, domain rules, etc. Some good stuff in there. The pdf is $10 on rpgnow. Not as good as 50 cents. www.rpgnow.com/product/582/Bushido?it=1
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Post by bigjackbrass on Jan 30, 2015 13:36:35 GMT -6
I have the Phoenix Games version and the boxed FGU revised edition, along with Valley of the Mists and Takishido's Debt (to the best of my knowledge the only official published adventures, outside of magazines). Wish I'd been able to find more people over the years interested in playing. For those people interested in differences between editions, Fantasy Gamer issue 6 featured a lengthy review covering the FGU editions of Bushido and Chivalry & Sorcery, which compares those two games as well as looking at how things have changed in their respective revisions. The general conclusion for Bushido was, "Bushido is much the same game it was but elaborated and improved... Bushido now features more information about the original game systems." That's certainly true: examples and depth of coverage for different subjects are significantly expanded, but of course that only matters if you want extra detail rather than painting with broader strokes. "Keynote of the new Bushido is the idea of 'task points' and 'effect number'... it's somewhat abstract, but provides a unifying aspect... The tsk point/effect number system used in Bushido is quite nice... The revised Bushido is still saddled with a rather awkward action-phase system wherein characters can only perform certain actions at predetermined times... [It] offers more weapons and combat skills than of old..."I shan't quote the article further, since you can get a PDF of the entire magazine, by clicking on the link in the magazine title above, for $2.99. It does go on to say that clerics are now more interesting characters in the revised system. One change I can add looking at the two sets side by side is the included sample adventure: the digest-sized Phoenix Games booklet has The Horror of Izinaki, a fairly traditional scenario of saving a village from monsters, complete with a dungeon map; the FGU edition includes An Evening at the Inn of Restful Sleep, more of an encounter than a full adventure, which concentrates on human opposition rather than monsters. Bob Charrette made a set of suitable characters for Steve Jackson's Cardboard Heroes line. Not as nice as proper minis, but handy.
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baggs
Level 1 Medium
Posts: 16
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Post by baggs on Apr 25, 2015 11:26:17 GMT -6
I was obsessed with this game a few years ago. I really love the rules and feel of it. The whole setting is a great mix between medieval times and the old west with ghost stories on top of it. I would have liked some better parrying rules in combat but that's it. I submitted a new monster to Fight On! a while back called the Futa Kuchi Onna. Here is pic that went along with it. I was planning on submitting another one but just never go around to it.
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