Tell me about Bushido

the Jester

Legend
Back in the 80s, I saw a bunch of ads in Dragon for the game Bushido. I've heard a lot of compliments tossed its way, but I know next to nothing about the actual game (although I assume it is set in Japan).

I recently came across yet another mention of it in a "wow, what a cool game!" sort of way, and it got me to thinking. What was so good about it? Was it mechanically distinct from D&D or another of the many 80s knockoffs mechanically? Was its greatness in its setting? How did it work?

Please, tell me about this old classic that I never had the fortune to actually see or play!
 

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It's an FGU game in the same vein as Aftermath. It include an Asian-themed magic system based on the 5 elements metal, fire, water, wood, and earth.

It includes a "face" system which is tracking On. Actions that would be considered shameful cost On and acts that would build pride and social acclaim increase On. On acts as a level-limiter and it can actually cost a level to lose On.
 

It's an FGU game in the same vein as Aftermath. It include an Asian-themed magic system based on the 5 elements metal, fire, water, wood, and earth.

It includes a "face" system which is tracking On. Actions that would be considered shameful cost On and acts that would build pride and social acclaim increase On. On acts as a level-limiter and it can actually cost a level to lose On.

Interesting. It sounds like the On system may have been a partial inspiration for the honor system in the 1e Oriental Adventures.

I've never played Aftermath, and although the name scratches faintly at a bell, I don't know for sure if I've even heard of it.

Was it as good as I've heard? It's hard to tell from your post whether you thought it was all that good of a system.
 

How to describe FGU systems? There are a lot of adjectives I can use: clunky, convoluted, and fiddly. A few others wouldn't fit tis board's posting guidelines. Don't get me wrong I like the system very much, but I think it could use a lot of work.

Bushido has attributes rated 0-40 -- Strength, Deftness, Speed, Wit, Will, Health. Each has one or more figured characteristics based on it. Of particular importance is stat / 3 (round down), strat / 2 (round nearest), and (stat + 5) / 10, round down.

A character is assigned a starting profession. That profession dictates starting skills and has some impact on how experience can be earned, social place, etc.

A character trains skills. There are a lot of skills. Each individual weapon type is a skill as is each magical school. There are a bunch of other skills as well. Skills are rated 0 - 200, but success is determined by rolling a d20 vs.( skill / 5 ) with special rules for skills < 10 and skills > 100.

Skills are increased from training or study.

Level: Levels are rated 0 - 6 with PCs starting at 1. Levels add to different things and can make quite a difference. For example, a Shujenka starts wth magic points equal to 1d10 + 1. Each level adds 1d10 + level number to that total. Levels are gained through the awarding of xp and On. The highest level is achieved from 1,000 xp and 1,000 On. XP is awarded from winning combats, developing strategy, commanding troops, and stuff. There is an alternate track for magic-users to gain xp.

Ki: Over time, a character will gain Ki from mastering an attribute or skill and leveling. Ki is useful as a sort of overall character defence bonus and can be temporarily drained by augmenting attributes and skills.

Status: Position in society is very important. It's partially based on profession, level, and On. Family status in society can have a large impact. Status dictates who can make requests of whom and who must give way. Failure to honour status results in On forfeiture. This applies NPC-->PC, PC-->NPC, and PC-->PC.

On: The number is tracked to indicate notoriety and societial acceptance. It increases for things that can be reasonably expected to bring a character pride (like mastering a skill) or society finds fitting and commendable (like defeating a notorious villain). It's lost by actions that can be reasonably expected to shame a character or that society finds repugnant like cowardice or acting rashly.

Navigating your place in society is a large theme.
 
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Yeah, we had a lot of fun with Bushido. It had some well meaning simulationist bits that had some unintended consequences and wasn't as high fantasy (I guess is the best term I can think of) as I had hoped. But some of it was absolutely inspired. I always loved their cumulative success mechanics, and the way they modeled individual combats as part of a larger combat was something I've always sought to emulate.
 

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