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Bushido - the way of the spreadsheet

23/2/2025

3 Comments

 
I blame Shogun. If you watched the slick Rachel Kondo/Justin Marks adaptation of the lumbering ​James Clavell's potboiler about Renaissance-era Japan, you too will be gripped with the romance of Nippon: honour versus duty, forbidden love, betrayal, tea ceremonies, ritual suicide, all that stuff.
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Oh, and quality memes.
It is a truth universally acknowledged that a forever-GM inspired by a new film or TV series must be in want of a RPG experience to pursue it further. Which brings us to Bushido​.
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Chef's kiss!
Ah, Bushido. Like Leo Woodall's Roxster in the latest Bridget Jones film, I was too young to appreciate you when you came into my life back in 1982. I was a callow youth of 15 and you, you were ... err ... well, you were three years old, and that sort of age gap doesn't work. But now, in my fifties, I think I'm ready to commit.
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Tell Me About Bushido When You Were Young, Grandad

Bushido is a TTRPG from 1979, when it was published by Robert Charette and Paul Hume through Tyr Games, later to be picked up by Fantasy Games Unlimited (FGU), in a beloved boxed set. Mike Polling's review in White Dwarf, which was then my Bible for RPG wisdom, awarded it 10/10, saying "maybe the best game I have ever seen." That was why I went out and bought a copy. A copy that gathered dust for decades.
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The beloved 1981 boxed set, with two rulebooks (players guide and GM's guide, as is only proper), campaign map, character sheet, tables and charts - lots of tables and charts ...
You see, Bushido was very much ahead of the curve, as few reviews in 1979-1982 could appreciate. It was a pretty early entry into the RPG scene, especially as a non-derivative product in a quasi-historic setting. D&D co-creator Dave Arneson had been planning to shame his rival Gary Gygax with a feudal Japan RPG called 'Samurai' but Bushido got in there first. Not that Arneson would have finished 'Samurai' even if the genre had been entirely ignored by other designers.
Nor were the game rules easy to pick up. A review in Dragon (not, perhaps, the kindliest critic of indie rivals like FGU) stated that the "rule books ... make advanced nuclear theory texts seem like light reading by comparison." That's too harsh, but the rules are not only unfamiliar but make too much use of TLAs (Three Letter Acronyms) and are scattered around the densely-paragraphed books.
All of which is to say that, if you were an adolescent RPG fan in the early '80s, Bushido was a deeply unfamiliar sort of game, both in mechanics and setting. Sure, feudal Japan had touched popular consciousness in Britain and America. Clavell's Shogun novel came out in 1975 and the popular TV adaptation with Richard Chamberlain in 1980, so we all sort-of knew about samurai and ninjas and seppuku. 
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But there was no Internet search engine to fill in the gaps and not a lot of books in your local library. Bushido does a creditable job of laying out the world of Nippon in the 'Warring States' (or Sengoku) period of the 15th-16th century, deducting Portuguese Catholics and gunpowder, and adding in magic and mythical monsters. But it's a huge step away from the accessible world of medieval fantasy, dungeons, and the Keep on the Borderlands.​
I often see Bushido referred to as 'Japanese Pendragon' which perhaps reflects the fans' love for both games, but it doesn't strike me as quite right. Bushido isn't trying to tell a dynastic saga that will enable players to perceive a cultural sweep, from Sengoku to Edo, and take part in the great events of the era. Its focus is low-key and personal: your particular samurai or monk or yakuza, perhaps his feudal superiors and clan (though these details are a bit sketchy) and what he can accomplish over a few years of adventuring.
A better comparison is with another late-70s RPG with a rigorously historical setting and dense rules. Bushido is the 'Japanese Chivalry & Sorcery.' C&S was a D&D-clone with a heavy focus on medieval France, Catholic religiosity, and heraldry, that evolved into a complex game in its own right. It was published in 1977, also by FGU, and designed by Ed Simbalist and Wilf Backhaus. The two went to GenCon'77 to present their game to Gary Gygax, but ended up pitching it to FGU founder Scott Bizar (supposedly because they took a dislike to Gygax once they met him in person, which by all accounts was not an uncommon experience). Early editions of C&S were certainly complicated; some called it 'unplayable.' 
Yes, Bushido has dense rules. Not unplayable though. Combat is more technical than D&D, but still boils down to a d20 roll to hit and a damage roll to reduce your enemy's Hit Points. No, the complexity is in the variety of skills and the algorithms that link them to your stats and derived stats (there are a lot of derived stats)  - and how all of these lock into a rigorous system for training and study. Years later, I picked up Ars Magica and it reminded me of Bushido. 
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Besides the similar approach to 'mythic history' (a historically accurate setting, except that wizards and supernatural beings really exist), both games offer a sort of never-ending character generation system, where you deploy your downtime to study and train and only go off on adventures when the resources to study and train run short. On the back of every Bushido character sheet is a calendar, so you can tick off the weeks you spend training and the ones you are forced to spend travelling or adventuring instead. Book-keeping is important in Bushido. In fact, book-keeping is the beating heart of Bushido.
All of which is to say that Bushido went quite over my head as a young 15-year-old. Character generation was a fraught business of flipping between half a dozen sections in the first rulebook: newfangled personal calculators were essential, given the maths involved, and every tweak to a stat altered dozens of derived stats in unpredictable ways. You have to be pretty committed to bring a game like that to the table and once you have, well, I just didn't know what to do with it. There's an intro scenario where you slaughter bandits at a tea house (at least, that's what I recall happening) and I had no sense of where to take things from there.
And so the dust settled.

Flash Forward Forty Years ...

Here I am in 2024, contemplating the Bushido rules. I'm not planning anything time-consuming, nothing ambitious. Just a low-key mini campaign, maybe one or two PCs, something easy, no stress.
So of course I spend a month fiddling around with a spreadsheet to help create characters. Who am I kidding. I'm still fiddling around with that spreadsheet, six months later. You see, I had to learn how to do Excel formulae first, so it took a while.
bushido_cs.pdf
File Size: 450 kb
File Type: pdf
Download File

Here's where I'm up to so far.
Bushido has elements of both random character creation and point-allocation, but it's a maddening synthesis. Yes, you allocate 60 points between your six stats - Strength (STR), Deftness (DFT), Health (HLH), Speed (SPD), Will (WIL), and Wits (WIT), remember I said about TLAs? - so a 'Classic NPC' has 10 in each, but players will want to tweak.

​That's easy enough, right? 
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Your choice of character class imposes a bunch of modifiers to your choice, such as Bushi (warriors) getting +10 to Strength and Deftness, +15 to Health, +5 to Speed, but -5 to Wits. There's also a ton of derived stats, which are usually based on your Stat Saving Throw, which is a 1-20 value that is actually used in game play, calculated from 1/3 of your raw stat. These saving throws are then added or averaged or manipulated in various ways to produce more characteristics - and your raw stats are added or multiplied to produce your skill scores - and those are then divided by 5 to create 1-20 skill-based saving throws.​
Long story short, even a small change to one of your raw stats has a 'trickle down' effect, altering all sorts of saving throws, derived stats, skills, and skill-based saving throws.
Seriously: how did we do this back before spreadsheets?
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And then there's the stuff you can't control. A percentile dice roll determines your caste and your rank within that caste. From this derive various starting skills, equipment, money, and whether you are eligible for classes like Ninja. You might roll a high-ranking samurai with a horse, cool armour, a finely-crafted heirloom sword, and lots of sophisticated skills. Or you might be a low-ranking heimin (peasant) with a stick and an aptitude for popular dance.
Did I mention you level-up? Yes, there is a reason to go adventuring rather than just train perpetually. Levelling up grants you more Hit Points/Magic Power Points, and generous bonuses across all your class-related skills, plus boosts to complex derived stats like 'Zanshin' which enables you bto take multiple actions.
The granularity of all this is very satisfying. Once you get familiar with the rules, you start to see how training in THIS leads to gaining points in THAT which leads to trickle-down benefits in something else entirely. It's a finely-tuned machine indeed. Or a tutorial in Reaganomics. It was the early-'80s, after all.
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Now here's the thing: not only do the random and non-random aspects of character creation influence each other in interesting ways, but they also dictate the sort of story you can tell. A scenario for a bunch of aristocratic samurai will be different from one for a mob of  yakuza gangsters, or Shinto priests, or peasant martial artists. Some of these combinations are deeply implausible: any D&D party can feature a paladin, a cleric, a thief, and a monk, but it's hard to propose a good reason for a samurai to team up with yakuza and a mob of peasants. Or at least, I find it hard.
One option is to ditch the dice-rolling and simply choose your caste. Fair enough. The whole 'roll your background' trope comes from a bygone era of RPG praxis. We don't need to do that any more. We can just sit down, knuckle our foreheads, and compose compelling Bushido characters out of thin air.
Except, of course, we can't all do that, especially if we're not particularly au fait with Shogun and feudal Japanese adventure fiction. Everyone defaults to being a Ninja or a high-ranking Samurai. The other option is pre-generated characters: the trusty GM rolls up characters and presents them to the players, maybe inviting them to tweak a few stats and watch the numbers trickle down the spreadsheet.

Bushido, One Shrine At A Time

My friend Karl rolled up his character to launch the mini-campaign. Nakatame Atagi is a low-ranking peasant bushi (warrior), equipped with ashigaru armour, some mediocre weaponry, and a big tetsubo cudgel. He selected iaijutsu as a skill so he can perform lightning fast sword draws in duels.
In many ways, Atagi illustrates the problem in Bushido: a character of such lowly provenance will struggle to interact with the political end of the game, with court, with samurai culture. In Pendragon, everyone is a knight, but in Bushido, the likelihood is you will be someone like Atagi: basically, henchman material.
You might say: sure, why not? Why not run a 'thug' level Bushido campaign, far away from the haiku-swapping pretensions of the samurai. After all, I ran a One Ring campaign where the PCs were hobbits and the action revolved around Bree and its satellite villages, and an encounter with a solitary goblin was a big deal. You could run Pendragon where everyone is a peasant and no one ventures more than a day's journey from their village: the scenarios are all about missing pigs, contested land enclosures, the local druid versus the local priest, the tyranny of the knightly landlord, lusting after the miller's pretty daughter.
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But maybe I misjudge the limitations on the life of a medieval peasant?
Hang on, I was moved to do this by watching Shogun, remember? So haiku-swapping is de rigueur. Also: elite culture throughout history is quite easy to approximate (or stereotype) in a RPG because we're familiar with it; working class culture is always underrepresented in the historical record. Pseudo-medieval peasants are mysterious enough, but pseudo-medieval Japanese peasants? That's asking a lot.
My campaign solution goes like this. Nakatame Atagi has been plucked from obscurity by the eccentric Compassionate Master Jigen of the Heavenly Retreat temple. Atagi must accompany a hapless young priest named Koji on a pilgrimage round five ancient shrines. They take with them many prayers to be recited, documents of safe passage, and a truculent ass named Fuku.
The visit-five-shrines structure lets me devote a scenario to five different aspects of life in Nippon: so, Ninjas will feature, and Yakuza gangs, also noble Samurai, war, the supernatural world too. The pilgrimage conceit gives Atagi the opportunity to access elite society as Koji's bodyguard - and Koji's blunderings will occasion conflicts and problems to solve. Between adventures, there is downtime at each shrine, so opportunities for training with elite tutors.
The whole thing borrows from 'Journey to the West' (or 'Monkey' if you watched British TV in 1979). 
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OK, Monkey was set in China - and Journey To The West is a Chinese classic - but it was a Japanese show and it makes a great RPG template.
Along the way, Atagi will pick up oddball fellow-travellers. After the first scenario, the manic-depressive ronin Kurotatsu has joined the group. This will enable me to fold in new players as we go.
Even with this campaign concept, there's still not enough haiku-swapping for my taste! So I came up with this 'bookend' structure. Each scenario kicks off with a scene between the pivotal NPCs, with the player getting to represent one of them. 
In the opening scenario, this was a meeting between the Daimyo Hoshikawa Tadanori and his courtier Takemura Haruto who is instructed to make a gift of the courtesan Lady Akane, a woman renowned for her political genius. Later, when Akane is kidnapped and Takemura is disgraced, the wandering pilgrims enter the plot at ground level. Similarly, a coda scene lets us roleplay the Daimyo's reconciliation with the villainous lord Ishida Akihiro, setting in motion events that will shape the future scenarios.
I like this bookending structure. It feels very appropriate for a game like Bushido, partly because it lets the players view the plot from different social altitudes, but also because it allows an opportunity for freeplay-style roleplaying. Bushido has wonderfully granular mechanics, but like a lot of games of its era (that's the '70s and '80s, not Sengoku), it has assumptions baked into it that the PCs will spend most of their time sneaking and stabbing. There are no mechanics for social interaction beyond skills like Tea Ceremony or Poetry Composition. Rather than bolt on more rules, it feels more natural to wave them away, and engage in a bit of improv during the prologue and epilogue.
That's Bushido: another 'lost game' from my youth reclaimed. Now excuse me: I have to get back to work on that spreadsheet ...
3 Comments
John Ericsson
24/2/2025 08:33:23 pm

I think calling Chivalry and Sorcery a D&D clone is hideously unfair, given its focus on medievalism.inna way D&D violently eschewed.

FGU acquiring Bushido seems odd, considering it already had "Land of the Rising Sun" by Lee Gold, but that was FGU for you, it wasn't a publisher as we think of them now

Your take on C&S not withstanding, thanks for this. Bushido is a game I love with a system I don't. Not here. Not in Aftermath. Not in Daredevils. Yet I love Bushido and I am glad others love it too

Reply
Jonathan Rowe link
24/2/2025 11:52:51 pm

D&D 'clone' sounds harsh but like so many '70s RPGs, that is how it began. The first edition of C&S had to be pruned of D&Disms prior to publication to avoid TSR litigation. It became a very different beast but the rules set that Simbalest and Bakhaus brought to GenCon77 was certainly a D&D house campaign with extra steps.

Reply
Scott
20/6/2025 06:48:40 am

You presented a yellow/white/pink spreadsheet that I can't read.

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    Fen Orc

    I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've started writing my own OSR-inspired games - as well as fantasy and supernatural fiction..

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