It was good to play out the consequences of actions that the players had initiated in the previous session.
And to step back from crowding out player decisions with a blast of content from myself.
It was good to play out the consequences of actions that the players had initiated in the previous session.
And to step back from crowding out player decisions with a blast of content from myself.
Now we've entered the "adventure" for our Bushido game. I think you'll see a definite influence of Circle of Hands on all the players' concept of what a fantasy adventure even is, and how characters relate to the society and to local communities. I think this perspective is very well-suited to this game in terms of the core book's presentation. How well it's suited to the hobby expectations of a fantasy adventure is another question.
I first encountered mention of Bushido during the late 1970s, in an unsympathetic review in some gaming magazine. This and similar reviews led, at least in my experience, to a widespread perception that the game was impossibly detailed, demanding, and finicky, in both setting and mechanics. However, if I'd managed ever actually to see a copy, which I didn't, I'd have known differently.
Follow-up to this post, June 30, 2020
The one thing I regret is not making up twenty characters across seven game titles and launching into fervent play right away. This was so much fun.