Bushido (role-playing game)

Last updated
Bushido
Bushidocover.jpg
Cover of Bushido's 2nd Ed. core rules, Book II
Designers Robert N. Charrette, Paul R. Hume
Publishers Phoenix Games
Publication1979 (Tyr Games)
1980 (Phoenix Games)
1981 (Fantasy Games Unlimited)
Genres Fantasy
SystemsCustom

Bushido is a Samurai role-playing game set in Feudal Japan, originally designed by Robert N. Charrette and Paul R. Hume [1] and published originally by Tyr Games, then Phoenix Games, and subsequently by Fantasy Games Unlimited. The setting for the game is a land called Nippon, and characters adventure in this heroic, mythic, and fantastic analogue of Japan's past.

Contents

It is thematically based on Chanbara movies, such as those made by Akira Kurosawa, in which the heroes are modestly superhuman but not extraordinarily so.

Overview

The Bushido role-playing game was originally published in 1979 by Tyr Games (which quickly went out of business) [2] but was more widely released in 1980 by Phoenix Games as a boxed set. This edition included a map of Nippon, a tri-fold screen, a character sheet, Book I, The Heroes of Nippon, the Players Guidebook and Book II, The Land of Nippon, the Gamesmaster's Guidebook. All illustrations in the original boxed set are copyright by Robert N. Charrette. The game is now sold as a single book in which the two original books are combined (otherwise unaltered).

Bushido players define characters with a series of attributes, skills, professions, and levels. The professions are Bushi (fighters), Budoka (martial artists), Yakuza (gangsters), Ninja, Shugenja (Taoist-style wizards) and Gakusho (priests, either Buddhist or Shinto). Character progression is implemented by both down-time training and level advancement. There are only six character levels.

Social aspects are important in the game. Each character is randomly assigned at birth to a class in the strict feudal hierarchy of Nippon - Samurai, various commoner classes, and Eta. For level advancement, honourable behaviour and loyal service to the character's social group (the local lord, the ninja clan, the temple, the gang, etc.) are as important as defeating enemies in battle.

The Bushido system is dice-based, most important rolls being made with a twenty-sided (d20) die. 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. At the discretion of the gamemaster, supernatural monsters may feature in the game.

Reception

Bushido received mixed reviews, with many critics praising the body of knowledge about Japanese culture, but questioning the number-heavy game design.

In the June–July 1979 edition of Different Worlds (Issue 3), Stephen L. Lortz found the rules "well written and logically ordered." He also liked the introduction of "On points", noting that it "placed Bushido outside of the 'kill and pillage' category of RPGs [...] On encourages players to steer their characters into social and political, as well as combat situations, and does much to generate the authentic flavor of the game." He concluded, "I highly recommend Bushido to people who are interested in running a fantasy campaign based primarily on the Japanese mythos and to people who are interested in the art of RPG design." [3]

In the February 1980 edition of Dragon (Issue 34), D. Okada was disappointed by "a horrendous amount of typographical errors in the rules... There are times when they do hamper understanding of what is supposed to be going on." Okada also noted a lack of detailed background on medieval Japan, and concluded with a guarded recommendation: "Despite these faults, the game is worth the price to the person interested in developing a more cosmopolitan outlook." [2]

In the July 1980 edition of The Space Gamer (Issue No. 29), Forrest Johnson was unimpressed, saying, "Karate fans and samurai fans may dig this one. Serious students will just have to wait for something better." [4]

In the March 1981 edition of Ares (Issue 7), Eric Goldberg found fault with the character generation system that determines certain aspects randomly, but then uses a point-buy system to allow a player to optimize the character. "There is a logical argument for both methods — even in conjunction — but one's purpose defeats the other." Goldberg liked the code of honor in the game, which he felt "distinguishes Bushido from most other role-playing games." But he felt that otherwise, Bushido was "unremarkable", and gave a half-hearted recommendation: "Bushido is a nice enough meld of a surrealistic and D&D-style flavor, and has a game system sturdy enough to support this impression." [5]

In the August 1982 edition of White Dwarf Magazine (Issue #32), Mike Polling rated Bushido 10 out of 10, saying that it was "maybe the best game I have ever seen... The game system is one of the most intelligent and carefully thought out I have ever seen." [6]

In Issue 15 of the French games magazine Casus Belli , Martin Latallo thought the strong points of the game "lie in the atmosphere and the realism that emerge from this Japanese setting." Latallo liked the strong writing, noting that "none of the important rules are ambiguous or left to the discretion of the gamemaster." [7]

In the January–February 1985 edition of Different Worlds (Issue #38), Scott Dillinger gave it an average rating of 3 stars out of 4, saying, "Professionalism is reflected in all aspects of Bushido and the research and design of this system combines to give players an opportunity to learn about, and to experience this fascinating culture and still have fun doing it. In this industry that's all one can ask for." [8]

In April 1985, Imagine dedicated Issue #25 to Japanese and "far east" role-playing. Bushido was praised by Mike Brunton for focusing on "non-adventuring skills", indicating how it was different than the current version of Advanced Dungeons & Dragons . [9]

In Issue 35 of Casus Belli, Philippe Adolf reviewed the French translation of Bushido by Hexagonal, and complained "it is a shame that Hexagonal, which publishes Bushido in France, has remained too faithful to the English original, a somewhat outdated presentation, resulting in poor organization of the booklets. (It is absurd to wait until page 45 to explain character creation!)" Nonetheless Adolf concluded, "Despite these few details, Bushido remains the best game in its category, with a translation faithful to the original. Experienced players who have the 'way of the sword' in their blood will not be able to do without it!" [10]

In the pages of his 1987 book, Role-Playing Mastery , Dungeons & Dragons co-creator E. Gary Gygax mentioned Bushido in his short list of notable RPGs. [11]

In the June 1988 edition of Dragon (Issue 134), Jim Bambra compared the various role-playing game systems set in Japan, and found Bushido to be very complex. "It is a game for dedicated gamers who, in their pursuit of Oriental action, are willing to struggle with rule books that make advanced nuclear theory texts seem like light reading by comparison." Bambra found the biggest issue to be the badly organized rules. "A revamping and reordering of this material would go a long way to making the game more accessible. Compared to more recent games, the Bushido game is a work of enthusiasm, with little or no thought given to presentation or ease of use." Bambra also found the character generation system to be "difficult and involved", and the game's mechanics to "work fairly well but are convoluted in places." Bambra also pointed out that in the decade since Bushido had been published, only two adventure-supplements had been published, leaving all the work of creating an adventure to each gamemaster. Bambra concluded that newer games systems provided better ease of use. "If you’re looking for a stand-alone system, then check out the Bushido game. But if accessibility and ease of use are your primary requirements, stay well away. The two other supplements under review this month [Runequest: Land of Ninja and Oriental Adventures ] are superior models of presentation, and they build upon tried and tested systems. The Bushido game is for those who like complication for complication's sake." [12]

In the June 1989 edition of Games International (Issue 6), Ian Marsh was impressed by how much of the social, spiritual and cultural was highlighted, saying, "Bushido developed the idea that a game should be more than a rules system by making culture a strong element in play." But Marsh noted that subsequently, "its attractions to mainstream roleplayers are limited." He also noted the lack of published adventures, commenting, "anyone who buys Bushido has to develop their own scenarios, making the game less appealing to referees who have little enough time to run games as it is." He concluded by giving this game an above average rating of 4 out of 5, saying, "It's a cult game, and nothing's going to change that [...] which is a shame for Bushido genuinely presents a role-playing challenge." [13]

In Issue 29 of Shadis , Rob Vaux considered this game to be "one of the most thoroughly researched role-playing games that I've ever encountered." Vaux did think that the game system was "number heavy and cumbersome, but the detail in explaining Japanese culture, ideology, philosophy and history is unparalleled in the industry." [14]

In his 1990 book The Complete Guide to Role-Playing Games , game critic Rick Swan called it "one of the earliest and most successful fantasy RPGs with an Oriental setting, thoroughly grounded in medieval Japanese history." However, Swan warned "It's not an easy game to learn — the rules more closely resemble those of a military simulation than a conventional RPG — but experienced players with an interest in the era should find a lot to enjoy." Swan gave the game a rating of 3 out of 4. [15]

Steve Faragher did a retrospective review of Bushido for the May 1996 edition of Arcane, stating that "Politics and action went hand in hand with Bushido and the game had an innately epic scale." [16]

In a 1996 reader poll in Arcane magazine, Bushido was ranked 17th of the 50 most popular roleplaying games of all time. 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. Nevertheless, the effort is rewarded with fun, albeit a somewhat reserved, thoughtful kind of fun, rather than the more gung-ho kind of action you would usually expect from the likes of AD&D." [17]

In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted, "In portraying these social responsibilities, Bushido becomes one of the earliest games whose mechanics attempt to both establish and enforce the game's theme ... And it works, despite some issues." [18]

Reviews

Supplements published for Bushido

Other East Asian-themed role-playing games

Related Research Articles

<i>Oriental Adventures</i> 1985 fantasy role-playing game

Oriental Adventures is the title shared by two hardback rulebooks published for different versions of the Dungeons & Dragons (D&D) fantasy roleplaying game. Each version of Oriental Adventures provides rules for adapting its respective version of D&D for use in campaign settings based on the Far East, rather than the medieval Europe-setting assumed by most D&D books. Both versions of Oriental Adventures include example campaign settings.

<i>Greyhawk Adventures</i> 1988 sourcebook by Jim Ward

Greyhawk Adventures is an accessory for the Advanced Dungeons & Dragons (AD&D) World of Greyhawk campaign setting.

<i>Teenage Mutant Ninja Turtles & Other Strangeness</i> Role-playing game based on the comics

Teenage Mutant Ninja Turtles & Other Strangeness is a role-playing game based on the comic book created by Kevin Eastman and Peter Laird. The core rulebook was first published by Palladium Books in September 1985 – before the Turtles franchise achieved mass popularity – and featured original comic strips and illustrations by Eastman and Laird. The rules and gameplay are based on Palladium's Megaversal system.

GURPS Basic Set is a role playing game publication written by Steve Jackson, Sean M. Punch, and David L. Pulver. The first edition GURPS Basic Set box was published in 1986, a standalone third edition book in 1988, and a hardcover, two-volume fourth edition in 2004.

<i>Star Wars: The Roleplaying Game</i> Tabletop space opera role-playing game

Star Wars: The Roleplaying Game is a role-playing game set in the Star Wars universe, written and published by West End Games (WEG) between 1987 and 1999. The game system was slightly modified and rereleased in 2004 as D6 Space, which used a generic space opera setting. An unrelated Star Wars RPG was published by Wizards of the Coast from 2000 to 2010. Since 2012 the official Star Wars role-playing game is another unrelated game, published by Fantasy Flight Games.

<i>Aftermath!</i> Science fiction tabletop role-playing game

Aftermath! is a role-playing game created by Paul Hume and Robert Charette and published in 1981 by Fantasy Games Unlimited.

<span class="mw-page-title-main">James Bond 007 (role-playing game)</span> 1983 Tabletop spy role-playing game supplement

James Bond 007: Role-Playing In Her Majesty's Secret Service is a spy fiction tabletop role-playing game based on the James Bond books and films. It is designed by Gerard Christopher Klug and was published by Victory Games, a subsidiary of Avalon Hill. The game and its supplements were published from 1983 until 1987, when the license lapsed. At its time of publication, it was the most popular espionage role-playing game.

Robert N. Charrette is an American graphic artist, game designer, sculptor and author. Charrette has authored more than a dozen novels. His gaming materials have received many Origins Awards. Charrette was inducted in the Origins Hall of Fame in 2003. His work is known for a clean, realistic style that invokes themes from Feudal Japan and Chanbara films and in particular, historical and fantastic representations of Samurai culture. His early work in game design and miniature sculpting set the tone for depictions of Japanese mythology in American fantasy and science fiction. His 1979 role-playing game Bushido was one of the first role-playing games with a non-Western theme and remained in print for more than three decades. Charrette produced gaming products for Fantasy Games Unlimited, Grenadier Models Inc., Ral Partha Enterprises, FASA and currently operates Parroom Enterprises, LLC, a boutique miniatures game company.

<i>Ghostbusters</i> (role-playing game) Tabletop comedy role-playing game

Ghostbusters is a comedy role-playing game published by West End Games (WEG) in 1986 that is based on the 1984 film Ghostbusters.

<i>Skyrealms of Jorune</i> Science fantasy role-playing game

Skyrealms of Jorune is a science-fantasy role-playing game that was first published in 1984 through SkyRealms Publishing. The game is set on the fictional alien planet of Jorune above which float levitating islands. The second edition was published in 1986 as a boxed set, and a third edition was published by Chessex in 1992. The computer game Alien Logic: A Skyrealms of Jorune Adventure was published in 1994. The various editions received positive reviews in game periodicals including Casus Belli, White Dwarf, White Wolf, Different Worlds, Dragon, Polyhedron, The Games Machine, and Challenge.

<i>Conspiracy X</i>

Conspiracy X is a role-playing game (RPG) originally released by New Millennium Entertainment in 1996, and since revised and released by several publishers including Steve Jackson Games and Eden Studios, Inc. In all versions, the setting posits that aliens are insiduously taking over the world, reminiscent of The X-Files.

<i>Sengoku</i> (role-playing game)

Sengoku: Chanbara Roleplaying in Feudal Japan is a role-playing game set in 16th-century Japan.

<i>Daredevils</i> (role-playing game) Tabletop role-playing game in the pulp genre

Daredevils is a tabletop role-playing game published by Fantasy Games Unlimited (FGU) in 1982 that is meant to emulate pulp magazine fiction of the 1930s.

Paul Hume has been designing role-playing games since the mid 1970s. He co-wrote, with Bob Charrette, Bushido, Aftermath!, and Daredevils for Fantasy Games Unlimited. He is also a co-author of Shadowrun, among other games.

<i>Bubblegum Crisis</i> (role-playing game) 1996 role-playing game

Bubblegum Crisis is a near-future cyberpunk role-playing game published by R. Talsorian Games in 1996 that is based on the anime television series Bubblegum Crisis.

<i>Cities: A Gamemasters Guide to Encounters and Other Rules For Fantasy Games</i> Role-playing game supplement

Cities is a fantasy role-playing game supplement that was first published by Midkemia Press in 1979. The supplement was designed to be used with any role-playing game system, and provides information about using urban center as part of adventures. Midkemia published a second edition in 1980, Chaosium published a third edition in 1986, and Avalon Hill published a fourth edition in 1988 for the RuneQuest role-playing game. The various editions received positive reviews in game periodicals including The Space Gamer, Different Worlds, Dragon, White Dwarf, Casus Belli, and Games International.

<i>Masks of Nyarlathotep</i> Horror tabletop role-playing game campaign

Masks of Nyarlathotep, subtitled Perilous Adventures to Thwart the Dark God, is an adventure campaign first published by Chaosium in 1984 for the second edition of the horror role-playing game Call of Cthulhu. A number of revised editions have subsequently been published. Masks of Nyarlathotep is a series of several sequential adventures set in the 1920s that take the player characters from New York, to London, Cairo, Nairobi, and Shanghai as they deal with the threat of the god Nyarlathotep. Screenwriter Larry DiTillio wrote the adventure with game designer Lynn Willis during a writer's strike. It received positive reviews in game periodicals including Casus Belli, The Space Gamer, White Dwarf, Different Worlds, and Dragon, and is considered to be one of the best roleplaying adventures of all time.

<i>GURPS Places of Mystery</i>

GURPS Places of Mystery is a supplement by Phil Masters and Allison Brooks, published by Steve Jackson Games in 1996 for the role-playing game system GURPS.

<i>Earthdawn Survival Guide</i>

Earthdawn Survival Guide is a supplement published by FASA in 1996 for the fantasy role-playing game Earthdawn.

<i>Land of Ninja</i> Fantasy tabletop role-playing game supplement

Land of Ninja is a supplement published under license by Avalon Hill in 1987 for Chaosium's fantasy role-playing game RuneQuest.

References

  1. Page 1 Bushido Book II The Land of Nippon
  2. 1 2 Okada, D. (February 1980). "The Dragon's Augury". Dragon . TSR, Inc. (34): 46.
  3. Lortz, Stephen L. (June–July 1979). "Bushido: A Review". Different Worlds . No. 3. Chaosium. pp. 4–5.
  4. Johnson, Forrest (July 1980). "Capsule Reviews". The Space Gamer . Steve Jackson Games (29): 24.
  5. Goldberg, Eric (March 1981). "Games". Ares . Simulations Publications, Inc. (7): 35–36.
  6. Polling, Mike (August 1982), "Open Box", White Dwarf Magazine (32)
  7. Latallo, Martin (1983). "Bushido: La voie du guerrier". Casus Belli (in French). No. 15. pp. 40–41.
  8. Dillinger, Scott (January–February 1985). "Game Reviews". Different Worlds . Chaosium (38): 26–27.
  9. Brunton, Mike (April 1985), "The Words of Go-Guji", Imagine Magazine, 25: 24–33
  10. Adolf, Philippe (December 1986). "Têtes d'Affiches". Casus Belli (in French). No. 35. p. 23.
  11. Gygax, Gary (1987), Role-Playing Mastery (1st ed.), New York: Putnam Publishing
  12. Bambra, Jim (June 1988). "Reviews: In the Lands of the Rising Sun". Dragon . TSR, Inc. (134): 75–76.
  13. Marsh, Ian (June 1989). "Way of the Warrior". Games International . No. 6. pp. 44–46.
  14. Vaux, Rob (January 1990). "Reviews: Lost Treasures". Shadis . No. 29. p. 81.
  15. Swan, Rick (1990). The Complete Guide to Role-Playing Games . New York: St. Martin’s Press. pp. 43–44.
  16. Faragher, Steve (May 1996). "Despatches". Arcane. Future Publishing (6): 20.
  17. Pettengale, Paul (Christmas 1996). "Arcane Presents the Top 50 Roleplaying Games 1996". Arcane. Future Publishing (14): 25–35.
  18. Horvath, Stu (2023). Monsters, Aliens, and Holes in the Ground. Cambridge, Massachusetts: MIT Press. pp. 47–49. ISBN   9780262048224.
  19. https://archive.org/details/fantasy-gamer-05/Fantasy%20Gamer%2006/page/n3/mode/2up
  20. FGU mirror site