GameMaster's notes
Specific notes about the adventures (how they ran, things I'd
change if I ran them again and so on) are listed in the game
history page. Here I'm going to try to give some insight into the
aim of the game, what I tried to achieve and how to run a campaign in
medieval Japan using these adventures or ones of your own design.
So, why run a game in Medieval Japan?
Well, I wanted to run *something*! But truth to tell, medieval
Japan was not my first or favourite choice. I much prefer novel
settings. However, these days (like most people) I have limited time
and running a game in a setting of your own invention - however
personally satisfying it might be - takes a lot of time. Something
that GM's don't appreciate often enough is that it requires time from
your players too. Unless players feel that they know the world in
which their characters are adventuring, they tend to feel adrift.
It's harder for them to get the feeling that their actions really
count for anything and as a result they usually don't get into
character. Unless you play frequently, details from games tend to
blur, so it's much harder to generate that "real-world" feel where
people care about their characters and about the world in which they
interact. Without that feel, gaming may be fun, but it's never going
to be intense.
So, choosing a background familiar to most of your players
immediately makes your task easier. It adds a level of depth that you
really have to work hard to generate on your own. The flip side of
this is that if you want to run a game based in a real life setting,
you have to know a decent amount about it. You don't need to be an
expert, but you have to be able to give out *some* response when
information is requested. Use a few japanese words in play (there's a
glossary provided) to add
atmosphere.
And that brings us to the third point. Sengoku is not really set
in medieval Japan - any more than most movies or stories are. It's
set in Medieval *movie* Japan. The tight restrictions placed on
association and movement in most of Japan in this era make it harder
to accomodate 20th century player characters. So, if you want to run
a successful game, you want to be familiar enough with the setting to
give the "feel" of time and place - but don't sweat the details too
much. Read reference books for sure, but also watch some chambara
movies, read some manga and if
your players don't already do so, encourage them to do the same. Not
only will it broaden your mind, but it'll help painlessly bring your
game to life.
OK, that's "why". Here's "how".
Well, as I commented above, one of the more important things about
getting a game to run well is giving the background some atmosphere.
If your players are familiar with the setting, you're halfway there.
The other half can be helped by a few simple rules:
Atmosphere
It's no use setting up an atmosphere if you are then going to run
a truck over it. While you don't want to get bogged down in the
minutae of Japanese life (who cares how many Netsuke carvers there
were in Osaka anyway?) don't set things up which are blatantly out of
period either. One of the attractions of the era for gaming is
Japan's setting with haughty samurai and crafty ninja. This poses a
problem if some players want to play non-samurai types. In real life
the association of people of different classes was tightly restricted
by custom and practice. Now you can ease this a little (in the
interests of game play) but having a peasant character tell off a
social superior stretches things too far (in real life that merited
the death penalty), and it happens easily in games where the
*players* are used to interacting equally. In situations like this,
you can encourage roleplaying. A peasant character can still interact
with samurai characters, if the player is prepared to roleplay
obsequiousness. When you're setting up the game, take the time to
discuss social status with your players - it's one of the biggest
stumbling blocks to games set in medieval Japan. In much the same
vein, encourage characters to react in a typically Japanese way.
Boastfulness and loud over-reaction (both characteristics of many
player characters) should be discouraged. Having people shun such
characters or have them challenged to duels by irritated samurai both
work pretty well - and don't be afraid as a GM to do it properly.
Maybe they'll act more sensibly in their next life..... On the other
hand, reward appropriate play. Extra experience point awards are
always good, although I offer Karma points instead. Each appropriate
act earns the character a Karma point which is worth 5 experience
points bonus to their *next* character. This encourages - especially
among samurai - the proper disdain for death. A glorious death in the
service of your lord cannot fail to earn extra points for your next
character, which means the player loses little, and may even
gain.
The other rules for running a successful medieval japanese game
are the same as for any other game. To wit:
The care and feeding of player characters
Everybody has to have fun. Don't force your players to do things
they really don't want to. If they want to play stern samurai
warriors, give them lots of ashigaru to cut into mulch. If they want
to play ninja, let them sneak about in the shadows and give them
intrigues to further. If some oddball wants to play a chonin
(merchant), then write in some scenes where his particular strengths
(knowledge skills, bribery, etc) come into play. Just don't let them
off too easily. Make them sweat for their victories and make them
bleed a little. They'll thank you for it in the end - really!
One of the advantages of setting your game in feudal Japan is that
it gives you more control of your player characters. The set roles
defined for many classes make it easy for you to guide the action -
at least initially. You can send your players off in the right
direction by simply having their lord, or headman tell them to do
something. Once the action starts to roll, it's generally easy to
keep the player's interest and the game humming along.
Adventures
Learn to pace adventures. Many players like a little combat, but
an evening which is nothing but a brawl doesn't really excite most
people. Moreover, fights are generally most fun when you're fighting
for a reason. So, let combat develop logically out of your
adventures. Let players figure out clever ways around set-piece
fights if they want to. Include other things for players to do.
Don't make plots too complex. Something that seems obvious to you
- armed with all the background information - is often totally opaque
to players who may have completely different preconceptions. The best
adventures are often fairly linear. It should be obvious to the
players (at least after a little while) what their aims should be -
the challenge is in achieving them. This doesn't mean that things
should be totally obvious - indeed, the feeling that there is more to
things than meets the eye helps give a game a feeling of more depth.
When players achieve one goal, they will often find out that there is
far more to do. However, it's better to define goals than routes to a
goal. While most players hate feeling at a loss for what to do, they
equally loathe being forced into something. If it is obvious to the
players that there is only one course for them to take, they should
feel it is as a result of their own actions.
In other words *don't* write adventures that depend on a single
clue being found and interpreted the right way. Don't make the
revelations of a single old man crucial to unravelling the adventure.
They may never meet him, they may not trust him, they may even kill
him. There should be multiple ways to get to any crucial point in the
game and multiple pointers to important individuals.
A good way to keep a game rolling along is to have some
over-arching goal. In the case of Sengoku, I aimed the players at the
simple goal of serving a young lord treacherously deprived of his
fief and helping him regain it. Along the way, I dropped clues that
there was more to things than a simple battle for territory in an
obscure corner of Dewa province - which will let me expand the
adventures further if and when they ever reach that goal (it's going
to take quite a while!). While a good overall goal helps you plan the
pacing of adventures (and often inspires the plotting of new ones),
it soon gets wearying if everything in the universe revolves around
it. A good rule of thumb is that not much more than half your
adventures should directly advance the cause of the main campaign
goal. Otherwise the players will get tunnel vision, seeing everything
and everyone as being related to the "main theme" of the campaign.
Allow yourself (and your players) room for adventures that lead in
different directions. It keeps things fresh.
Running adventures in an "open world" setting requires flexibility
in planning adventures. You can't assume that the players will fall
in with all your desires. The approach I take (which has served me
well for the last two decades) works like this:
- Plan the terrain for the adventure. This doesn't mean mapping
out everything in detail. It does mean mapping out the area where
the adventure takes place so that you can continue to describe
what the payers see as they move around. This can be as general as
a simple terrain map. If you know where the woods, the rivers and
the mountains are, and you're in Northern Japan, how much else do
you need? The only things that need to be mapped in any detail are
your set-pieces - and these don't need to be placed on the map. If
the adventure calls for an encounter with the dreaded Moroboshi
brothers and you set it in a small village, you can place that
village in the player's path whereso'ever they wander. If they
avoid that vilage, then the Moroboshi brothers weren't in *that*
particular village - they were in the one that the players finally
enter. Remember not to force people into things though. If the
players avoid *all* villages, then they have either cunningly
avoided the Moroboshi brothers, or you could shift the encounter
to a wooded glen. If your players kill the old man who was going
to direct them to Orchid temple, then they find a map on his body
if they search him, or a milestone half covered in fallen leaves a
mile down the road.
- Plan the NPC's you are going to use. Work up complete
character sheets for the important ones - that way you won't be
groping for details if something goes differently from your plan.
For minor characters just use generic sheets, with (if necessary)
a few changes. For instance, if you want slightly tougher than
normal guards for some dignitary you could just write them as up
as "generic 25 point bushi with +3
DEX" or the dignitary himself as "generic
50 point samurai with High Society, KS: Political
Alliances,Calligraphy, Dancing, Literature, Mon, Famous families
and AK: Central Japan."
As long as you have a good idea of the area where things are
happening and the NPCs involved, nothing the players do can really
throw you off your stride. Be flexible! Nothing is wasted in your
preparation. Stuff you don't use in one adventure helps you build up
a familiarity with your game world, and can easily be reused. *Use*
your player's actions. If the players eluded the Moroboshi brothers
then they may also have offended their dignity - and the brothers may
come seeking vengeance later (there's an easy set up for an evening's
play when you have nothing else planned). If you don't want to do
that, change their names and weapons and use them as a trio of
renegade Yamahoshi in another adventure. Hell, you could use them and
still do this. If the descriptions are different, no-one will ever
notice.
As long as you know the basic terrain and the basic goal you want
the players to achieve, you can give them the illusion that they are
wandering in the wide world - and the game will be the better for
it.
Combat
In heroic level games like this, the players are often wearing
little or no armour, are usually armed with sizeable killing attacks
and combat is a frequent occurrence (we're not playing a game based
on Maison Ikkoku after all). You normally don't want to kill of large
numbers of player characters. There are a couple of ways I approach
this. One is to "funnel" opponents at the players. I let the players
meet a number of inferior opponents that don't greatly outnumber them
- and as they cut them down, another bunch arrives. Or, set up the
fight up so that they can use terrain (doorways and so on) to
decrease the advantage of numbers. That tilts the odds heavily in
favour of the players but still gives them plenty of action and the
illusion of fighting massed foes (it also makes things easier on the
GM, who only has to run 12 bad guys at a time, not 36 all in one
bunch). As well, my lower level opponents tend to use smaller weapons
- light spears, short swords and so on, so that wounds are usually
trivial rather than fatal. This way, players tend to get whittled
away rather than killed outright - just like in the movies. It also
allows them an opportunity to do something about it. Whatever you do,
*don't* assume that the players can cut down large numbers of
opponents just because their characters have superior CVs. All it
takes is a streak of lucky or unlucky dice rolling and your player's
characters are sashimi. You can get away with fudging a few dice
rolls, but it soon becomes obvious if you do it a lot and then the
oomph goes out of combat - and usually out of the game.
However, from time to time, you *want* to scare the players with a
really tough non-player character. Easy enough to do. First, design
these guys so that they *can* be hurt by the players - just make it
difficult. Second, provide the bad guy with a few flunkies, or a
setting which lets *him* offset the player's advantage in numbers.
Even a really tough villian can get swarmed when he's fighting alone.
Flunkies slow the players down long enough for your bad guy to
demonstrate just how bad he is on one or two of them before they get
him. If you want your bad guy around for later episodes, provide him
with a plausible means of escape so he can kick a little butt and
then leave when the flunkies are all dead. Nothing fires player
characters' blood like having an identifiable foe they owe a
butt-kicking to (especially if he taunts them as well).
Use "set piece" combats. A fight on a road is one thing - but
after a couple they tend to blend together. Do something different.
In movies, set piece fights often use unusual settings - rope
factories, the roofs of tall buildings and so on. So the same! Let
your players fight in a dye factory with bubbling vats to fall into,
and where open space is oscured with flapping cloths. Or use a temple
with many columns and open beam work where fights can occur high
above the floor. They'll remember that!
Finally, chambara combat is usually fast and furious in the
movies, and it should be in your game too. The high damage to to
protection ratio helps in this. As well, I have some house rules for
speeding up combat - and easing the strain on the poor old GM's brain
- in the house rules section,
which have been thoroughly tested and which have allowed us to have
multiple combats in an evening's play involving over 40 participants
in some of the fights.
