An epic adventure anthology which takes some big chances. Extremely impressive. Easily adaptable for a variety of games (D&D, Legend of the 5 Rings, Usagi Yojimbo).
Review Originally Published December 25th, 2000
I was immediately drawn to Shiki for one simple reason: It dares to be epic.
Many generic adventures share a simple problem: They confuse “accessible” with “boring”. They don’t do so in so many words, of course (no one sets out to write a boring adventure, after all) – but they commit an easily understandable mistake: In an effort to make it possible for the GM to slide the adventure into any given campaign structure, they fail to invest the adventure with any stakes that make it important and meaningful for the player characters.
“A man walks up to you in a bar…”
“You hear rumors of a lost city in the desert…”
“The local lord has heard of your feats and has summoned you before him…”
“You are walking through the woods when you suddenly hear screams…”
What do these all have in common? They are adventure hooks which anyone can use… and no one will give a damn about.
To be an epic adventure means you have to put some real stakes up for grabs. And to pull that off without rendering the adventure inaccessible is a real challenge – a challenge which Shiki accepts and accomplishes.
Shiki consists of four adventures: “Heavier Than a Mountain”, “Shinobi”, “Kori No Namida”, and “Debt of Honor”. Shiki can be inserted into an existing campaign. Shiki can be the basis for starting a new campaign. Shiki can be a whole campaign unto itself. Shiki’s individual adventures can even be split up and played individually or selectively. And all of these options is given support from the author and throughout the text.
PLOT
Warning: This review will contain spoilers for Shiki. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.
As I’ve already noted, Shiki is anthology of four adventures. These four adventures are arranged chronologically across almost twenty years, thematically by the four seasons, and in plot by the life of Kozo.
Heavier Than a Mountain. In the first adventure it is fall, and the PCs are serving as attendants to Lord Tadano Morihisa and his family in the Suruga province. Lord Tadano’s lands have come under attack by his eastern neighbor – Lord Izu – and things have gone poorly. As the adventure progresses, the PCs find themselves in Lord Tadano’s fortress as it falls – charged to escape with Kozo, the Lord’s heir, and see him safely to Shinano province and Lord Hosokawa’s fief. Unbeknownst to anyone, however, is that Lord Izu’s assault has been aided by the sorceror In’yu. When Izu discovers that Kozo has escaped, he charges In’yu to lay a curse upon the young boy – wherever he may be. This is done, and as Kozo ages this curse will plague both him and the land of his family.
Shinobi. One or two years have passed, and it is now the spring. The PCs find themselves deeply enmeshed in the politics surrounding Lord Hosokawa’s court. They are charged by their lord with protecting Lady Shinobi on a diplomatic mission attempting to convince one of Hosokawa’s neighbors – Lord Onoue — to ally with him against Izu. What the PCs don’t know is that Shinobi is secretly working as a spy, attempting to uncover the treachery of Onoue’s son (who plans to murder his father and pledge his loyalty to Izu).
Kori no Namida. (Tears of Ice) Ten years have passed, and in the dead of winter, Kozo’s curse begins to affect him deeply. The PCs are dispatched to Mt. Fuji in an attempt to capture the tear of ghost, the only cure which Hosokawa’s mystics can ascertain. If they fail, the curse will continue to affect Kozo as time passes. Even if they succeed, however, the scars of the curse will remain Kozo’s soul – hidden deep within his heart.
Debt of Honor. Eighteen years have passed since the PCs saved Kozo’s life, and the time has finally come to return Kozo to his rightful place. Although Kozo’s goals are just, his years of living under the curse have warped his soul. Through the course of an epic campaign, the PCs must work to keep the dark blot on Kozo’s soul from exterminating them all. Of course, everything ends in an epic conclusion.
(It should be noted that the war in the final adventure is handled through an innovative and highly effective roleplaying-based battle resolution system. If you’re looking to include a major war in a campaign – and want to keep the focus on roleplaying, not wargaming – then Shiki might be worth picking up just to take a look at the handful of pages which describe and implement this system . It can be easily adapted to any RPG system without blinking an eye.
WEAKNESSES
While Shiki deserves to have praise heaped upon it, there are a few key flaws which you should keep in mind as you prepare to use these adventures:
First, the boxed text which is presented is stilted and artificial. It neither functions organically, nor does justice to the quality of adventure design which surrounds it. Steer clear.
Second, throughout the text there is a design choice which seems to emphasize the use of dice rolling as a surrogate to actual roleplaying. This is relatively easy to ignore, and its nice to see the support there for those who want to use it, but I would have preferred the emphasis to be placed differently.
Finally, and far more troubling, are some key narrative problems within the core structure of Shiki: First, the “Shinobi” adventure, as written, doesn’t have much of a connection to the Kozo narrative. Something as simple as opening the adventure with an assassination attempt on Kozo (several have been attempted in the year since the previous adventure anyway, according to the adventure background), while perhaps increasing the level of direct political involvement on the part of the PCs, would serve to keep the adventure more firmly connected.
Second, the third adventure has a fair number of illogical plot jumps that need some serious work (its the classic case of the players needing to read the author’s mind in order to figure out that they need to go A, B, and C).
ONE LAST STRENGTH: ADAPTABILITY
One last strength of Shiki should be mentioned: I found it to be extremely adaptable to other game settings and systems, and the quality of material to be found within easily justifies the effort you might need to take. Conversion notes are provided in the book for Gold Rush Game’s Usagi Yojimbo, but players of Legends of the Five Rings, Bushido, or any other historical eastern game would find Shiki a worthwhile purchase.
I also consider Shiki to be highly adaptable to a couple of other unusual suspects: First, Dungeons & Dragons — not just oriental fantasy settings, but (with some serious – but still worthwhile – revision) the traditional venues as well. Second, Empire of the Petal Throne (with a good deal less work). The material is strong enough, and supported enough, to make these efforts worthwhile, in my opinion.
CONCLUSION
Epic adventure. Usable by just about anybody. Well done. Well supported. Excellent stuff.
What more do I need to say?
Style: 4
Substance: 4
Grade: B+
Title: Sengoku: Shiki
Author: Michael Montesa
Company: Gold Rush Games
Line: Sengoku
Price: $16.00
ISBN: 1-890305-19-7
Production Code: S103
Pages: 96
Originally Posted: 2000/12/25
Although I haven’t revisited it since writing this review, Michael Montesa’s Shiki remains one of my favorite modules and doing a proper run of it remains on my bucket list.
One of the reasons I didn’t run it back in the day is because I never got Sengoku to the table. I thought I’d bring it to my gaming group of the time after we finished the D&D campaign I was running for them, but the group broke up before that could happen. (This is also why I never ended up writing a review of the Sengoku game itself; I’d been waiting until I’d actually played it.)
For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.
So someone named “shinobi” turns out to be a spy… Seriously, the game is practically given away right there. It’s like Remus Lupin being a werewolf.
Heh, I noticed that too. Definitely need to change it.
The RPG method of fighting a war sounds very useful, all else aside. I’ve found a good one for individual battles in Army Ants, where the sides are effectively pointed up then rolled for on a chart, and the players’ actions can change the chances a bit either way.
I’m also curious about the rules for role-playing a large military conflict. “There’s a huge battle” is one of the things RPGs rarely do well.
Any chance you could publish or discuss those rules? The game is very out of print.
I would also like to ask about the RP centric approach to resolution of a war. This sounds very interesting and something I was always looking for. Could you elaborate a little bit how this works?