Swack-Iron
First Post
WizarDru said:
Not to sidetrack my own thread, but how well does Sengoku do for a less cinematic game? In other words, instead of Lone Wolf and Cub, Zatoichi or The Assassains, would the system let me ratchet down a few pegs, while still staying more heroic than reality? I've threatened to resurrect my Japan game for some time now, but I'm not sure OA really matches the flavor I'm looking for, and neither did GURPS (though that's where the campaign originated from).
Sengoku details three levels of play, "realistic" (Heaven & Earth, Ran), chanbara (Zatoichi, Lone Wolf & Cub), and anime (Ninja Scroll). These levels are enforced by how characters are designed at the outset (how many points you get to spend), as well as through what options/tactics are available to them during the course of character development. The availability of magic and how much supernatural interaction there is in the game is also discussed. Is magic commonplace (anime level) or is it just cultural myths and legends (realistic levels) or is it there some but not a lot (chanbara levels)?
Sengoku's biggest strength is the massive depth of background information. Everything about feudal Japan is in this book: history, what they wore, what tools they used, how houses were laid out, what they ate, what everything cost (the price lists are *very* extensive). There's also a massive filmography in one of the indexes. All of this data is relevant for any game set in feudal Japan, regardless of what system you're using.