tag:blogger.com,1999:blog-995220052347472921.post9092985281216945963..comments2024-03-28T15:43:54.125+00:00Comments on Reviews from R'lyeh: 1979: Bushidopookiehttp://www.blogger.com/profile/09521454715536568847noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-995220052347472921.post-18526194567571908352020-01-07T20:29:27.813+00:002020-01-07T20:29:27.813+00:00One of the nice elements of Bushido was that the s...One of the nice elements of Bushido was that the six levels thing is pretty important throughout the rules for defining the level of play and which make defining NPCs very easy (one of the big advantages of a level system in a sandbox game from a gamemaster's perspective). You could generate the level of a place, person, or disaster by a fixed amount (for example the abbot of a large temple is likely to be a 6th level Gakusho, or by a random roll (say 2d3 or 1d6), or by rolling on the Level of Place table which skewed the level according to the likelihood of meeting such a character in a chanbarra/romantic universe, and in doing so it was then relatively easy to generate their abilities on the fly.<br /><br />From the player side the contribution of level to the character is not that profound (basically being a slight bonus to some professional skills and hit points), although it naturally gives an indication of the skills you are likely to face in opposition.<br /><br />This carries on to a lot of the tools provided specifically for the gamemaster (such as the excellent encounter chart or the battle resolution system).<br /><br />[The Tyr version of the game had a lot less background information, used a d12 to determine the Level of Place (rather than d%), and a very dungeony adventure into a ruined temple, but was essentially the same system. It also did not suffer as much from the rather non-intuitive layout of the FGU version.]Reverance Pavanehttps://www.blogger.com/profile/01217657347160811310noreply@blogger.com