Showing posts with label Asian Setting. Show all posts
Showing posts with label Asian Setting. Show all posts

Thursday, August 30, 2012

Secrets of Spirit Island



Here's my preliminary concept for the campaign; in this bloody time of civil war, a dying warlord has a battlefield vision of the Sun warning him that blood will continue to soak the soil of the provinces until the sword of the last shogun, lost for a hundred years, is rediscovered; she promises that her brother, the Moon, will reveal the secret to a worthy champion who solves the riddle of the lost sword; the answer lies on Spirit Island.

As rumors of this unearthly vision spread around the countryside, many of the lords and daimyos scoff at the fanciful tale and continue to build their power and maneuver their forces for war.  But there are sentimentalists that send agents to the coast to secure passage to mist-shrouded Spirit Island seeking answers.  Spirit Island is rugged and has little arable land; the indigent people are gaijin or barbarians who live by fishing and hunting.  Tradition holds that in the distant past, powerful shrines to the kami and the elements once existed there, but the locations of these secret places are now lost to memory.

In this way, adventurers that explore Spirit Island might discover 5 hidden dungeons (and/or shrines and temples) each themed after an element - wood, fire, water, earth, and metal; the island is inhabited by a mix of hostile native folks and peaceful nature spirits, priests, holy sites, angry kami, duplicitous demons, vengeful ghosts, rival adventurers, spies, and bandits.  In terms of campaign play, characters that manage to explore the 5 sites would be in the mid-levels (levels 5-6), just in time for the domain play and mass combat on the mainland to become super interesting and relevant to them.

DM Notes - a defense and explanation of some of these ideas.

Putting most of the early adventuring on an island helps limit the initial creation scope; there's the coastal town or city to create as a home base, some indigenous settlements on the island, and then the wilds and dungeons themselves.

Another reason for starting with the D&D style play up front - exploration, puzzle solving, crawling ruins, fighting monsters, and so on - allows me to ease in the 'feudal Japan' cultural stuff, which helps limit info dumps and gives players time to adjust to the culture - including the DM!  Feudal Japan is like an alien planet to a western gamer, and this type of campaign risks becoming a "sword & planet" game because the setting is so removed from our regular experience… too much, 'No no no, your character wouldn't do that in this culture...', so introducing the cultural details over an extended period makes a lot of sense to me.  Heck, that reminds me - I sat in on a history seminar at Gencon that discussed these issues quite a bit, and I took a lot of notes - it warrants a post.

The politics and clans of the main islands of the country will be loosely adapted from historical sources.  By the time characters are in the mid-levels, they have reputations and are able to do the things that distinguish the Japan-inspired setting - courtly intrigue, battlefield command, duels of honor, service to a powerful lord.  Plus all the things you expect in a samurai-themed game that you see in the movies… iaijutsu showdowns, one-against-many, flashing katanas, the struggle between duty and obligation and choosing sides.

Readers here have been super supportive and helpful with these brainstorming sessions - it's much appreciated!  If I could be so bold to ask, where is a good location for "Spirit Island" and what might make a good departure port for characters wishing to sail there?  I had considered making it the main section of Hokkaido island, or something further north in the chain.  I'm sure ideas will lend themselves to me as I get more period reading under my belt.  While Hokkaido or one of the northern islands seems to fit the bill as remote, mountainous, forested, misty, and populated with potentially hostile indigenous people, there's an appeal to placing the island a bit closer to the political action, too.

It may be a few weeks before I have anything next; I'm reading Sengoku and Bushido, as well as the Turnbull book, and starting to watch Moribito (really great so far!)  I can see that I should track down a book of folklore or fairy tales that has ghost stories and tales of spirits so I can develop a sizeable alternative bestiary for the island.  I'll keep making notes and let these ideas simmer and percolate in the back of my head; many of my best ideas come after I set things down and return to them.  This is a great project for whenever I get writer's block or burnout on the Black City.

What do you think of 'Secrets of Spirit Island' as the name of the campaign?




*The picture is an example of a misty Shinto shrine on a mountain top, the kinds I envision hidden away all over Spirit Island.  The owner retains all copyrights in the picture.

Wednesday, August 29, 2012

Arthur and the Samurai



I've been starting to jot notes about the future Oriental Adventures setting.  I mentioned previously I wanted to mash up elements of Arthurian myth with samurai cinema.  I'm thinking the setting will be during the 'Warring States' period, when powerful families and clans vie to unite the country.  That seems to be a time that would allow mid-level adventurers to follow the 'adventurer, conqueror, king' path to gain and expand their own holdings, and it should be straightforward to get ideas from history and other RPGs.  Meanwhile, a commenter on one of the other posts (eldersprig) suggested an island as the ideal place for adventures, and I'm warming to the idea.  The main islands are rife with "mundane" politics, warfare, and strife, and the mist-shrouded island(s) off the shore is where the walls between the real world and the spirit world are thin, and monsters and ghosts roam the night.

So why would I incorporate Arthurian myth with the samurai?  Some of the central themes in Arthur, such as the ownership of Excalibur and the image of the questing knight, port very well into a samurai age constantly on the verge of civil war.  "Shogun as military dictator" sounds pejorative, but let's say the previous position was ordained, and the grant of the sword of legend symbolized the acquiescence of the heavenly world.  The death of the last shogun and the long years of civil war that have followed place the land in chaotic, violent conditions similar to pre-Arthurian England. Sentimentalists continue the quest for the legendary sword that was lost, believing that whatever shugo or daimyo proves their worth by finding the sword, will be able to unite the country.  Pragmatists continue to field their armies and maneuver politically to gain power directly.

Doomed love triangles, ala Lancelot and Guinevere or Tristan and Isolde, port equally well.  It's not a major change to flip the axes of virtue and sin from the chivalric tales to reflect reputation and shame and oaths of loyalty challenged by love.  A character like the Fisher King also ports well, the story highlighting the problem of proper behavior versus wisdom in a hidebound society.  Figures like the Cornwall sisters (Morgan Le Fay and Morgause), powerful faeries and enchantresses, have their roles replaced by powerful but fickle spirit beings in this setting, tricksters that lead questing warriors astray.  Avalon and Faerie are replaced by the spirit world and the resident Kami.

I'm starting to like the sound of an island for other reasons; it lends itself to a 'West Marches' style campaign, where the deeper one travels on the island (or the higher one climbs the island's slopes) the more dangerous the encounters.  The strong demarcation between the mundane world and the Otherworld of the island, is aesthetically pleasing.  There appear to be many games and history books that have covered feudal Japan, making the job of adapting it for campaign use (hopefully) straightforward.  I've started reading Turnbull's Warriors of Medieval Japan, and FGU's game Bushido, to start building a knowledge base.


Here's another question for readers familiar with genres of Japanese fantasy and horror:  What are good inspirations for depictions of the mist-shrouded island and the Spirit World?  I plead near total ignorance; my exposure to Japanese Kami comes from Miyazaki films like Spirited Away or Princess Mononoke or Howell's Moving Castle, and their blends of trippy spirits and general weirdness; from The Last Airbender (the cool animated show, not the awful M Night movie), with its frequent interludes where the avatar encounters the spirit world, and deals with horrible beasties like Koh the Face-Stealer.  Any suggestions on film, shows, anime, games, comics, etc, that would help populate the island with spirit creatures or provide inspiration for the Otherworld would be appreciated - thanks!  I'm hoping to track down a good book on folklore, weird tales like Kaidan, and learning more about J-horror themes.

Although I don't see how I can go wrong if I cover it with mist-shrouded shrines, ruined Japanese castles, gigantic trees, rival samurai questing for the last shogun's sword, and the occasional creepy humongous talking centipede.