Far East Campaign Setting: Any interest?

Having different countries within the setting, whether Japan , China and Korea or fantasy versions of them is not only more realistic than one culture but allows potential for conflict, espionage and all sorts of political shenanigans.

As long as they avoid metaplots and chaos, taint or whatever you like to call it.
 
And the mongols/huns?

Dont forget the Mongols :)
Or at least a non-historical fantasy variant of this important culture. I think they had much influence to many asian cultures, didnt they? They could take an intersting antagonistic role in a fareast setting.

Personally I would not like a fareast game with too much martial arts mumbo jumbo ongoing. The RQ basic rules of MA could be somewhat advanced but not too much.

Martial arts is already in the basic game of RQ. It is represented through the skill value of the weapon, MA and unarmed skills.

The reason to play a fareast campaign should come from an excellent cultural description and moody modules not from playing anime-style martial artists.
 
Enpeze said:
The reason to play a fareast campaign should come from an excellent cultural description and moody modules not from playing anime-style martial artists.

Unless the setting are made to recreate just that (anime or wuxia/chambra), of course. Which is nothing wrong with. Such a setting would also be of intrest to me, but less so.
 
Hmm, sounds like there's a lot of pulling in different directions here.

Myself, I like the idea of having three nations loosely based on Japan, China, and Korea, since, as a previous poster mentioned, it opens up a lot of plot elements. But, being a westerner with not a lot of knowledge about those countries, I'm not sure I could do them justice if you're looking for really well-researched stuff.

When I built my campaign, I did focus on martial arts styles and such, but not to the level of what you see in anime'. My primary sources / influences were Lone Wolf and Cub, Seven Samurai, the Musashi series by Eiji Yoshikawa, and, to a lesser extent, the old martial arts movies I mentioned earlier. I basically took the tone and level of martial arts from the former items and the concept of competing schools and styles of martial arts, with special moves associated with each, from the latter. Then I added fantasy elements on top of that.

If I were to design a setting now, it would probably have the flavor of Crouching Tiger, Hidden Dragon or House of Flying Daggers, with the ability to do some superhuman martial arts, but not too superhuman. In other words, "light" skills that let you jump up onto a roof: yes. Basically being able to fly: no.
 
Representing the different martial arts schools is one of the most important things for me. I don't think superhuman abilities belong in a RuneQuest setting but this is fantasy and magic does exist so elements of the make-believe can find their way into the world. Plus, as combat tends to be a major feature of most RPGs, the martial arts (armed and unarmed) will allow the investigation of national and regional differences.

As for time, most probably 15th/16th century for several reasons. By this period trade with Western nations was established (and I agree that this is something that has been missed in Eastern settings before: the role of traders and missionaries and the interaction of very alien cultures), Japan was emerging from a period of civil war, Japan launched two attacks on Korea and invaded Okinawa to the south (formerly controlled by China), plus a little later the Manchus invaded China and Korea from the north. I can bring this date forward though by a few years.

The Mongols had an influence on both China and Korea but were active somewhat earlier. Whether they exist as a culture on the decline or as a viable threat, I will have to consider. One alternative is to shift the period of Mongol decline to a later date so that it is happening in the same period. This may complicate matters with regard to the Japanese invasions of Korea though. As an aside, I live just a few hundred metres from the site of the second Mongol invasion of Japan. Although the government has reclaimed part of the ocean, the original sea wall marking the former coastline that the Japanese defended is still visible in part. There's a small, but interesting museum here.

Eisho
 
Eisho said:
Representing the different martial arts schools is one of the most important things for me. I don't think superhuman abilities belong in a RuneQuest setting but this is fantasy and magic does exist so elements of the make-believe can find their way into the world. Plus, as combat tends to be a major feature of most RPGs, the martial arts (armed and unarmed) will allow the investigation of national and regional differences.

As for time, most probably 15th/16th century for several reasons. By this period trade with Western nations was established (and I agree that this is something that has been missed in Eastern settings before: the role of traders and missionaries and the interaction of very alien cultures), Japan was emerging from a period of civil war, Japan launched two attacks on Korea and invaded Okinawa to the south (formerly controlled by China), plus a little later the Manchus invaded China and Korea from the north. I can bring this date forward though by a few years.

The Mongols had an influence on both China and Korea but were active somewhat earlier. Whether they exist as a culture on the decline or as a viable threat, I will have to consider. One alternative is to shift the period of Mongol decline to a later date so that it is happening in the same period. This may complicate matters with regard to the Japanese invasions of Korea though. As an aside, I live just a few hundred metres from the site of the second Mongol invasion of Japan. Although the government has reclaimed part of the ocean, the original sea wall marking the former coastline that the Japanese defended is still visible in part. There's a small, but interesting museum here.

Eisho

If you prefer to set up a historical environment in 16cent. then of course Mongols etc. are not a good choice. My suggestion was meant for a fantasy setting with fareast flavour. (similar to Rokugan in L5R)

Do you really think that martial arts styles can be much help for differentiating cultures? Personally I would prefer the description of differences like clothing, behaviour, food and architecture styles for such a task.
 
Consdiering the limited knoweldge and interaction each of these countires had with the others, why not do each land in a separe book/section with only sketchy/innacuate information on the other two. Then each book could have a timline in it and GMs could mix 'n match?

THat way you could have stuff coverin Han, Ming and Mongol China in the China book, and stuff on Heian, Kamakura, Muromatchi and Tokugawa Peroids in the Japan book.

Then everyone gets what they want, and no one's favoite culture/group gets left out.

Essentially just organize a core rulebook for each country and put a timeline at the end with new skills, equipment, etc in with the timeline.
 
I'm writing something like this in my spare time, by the working title of Blood Jade. When it's done (or done enough to show off) I was going to show it to Mongoose and ask if they wanted to make a go of it. If not, I'd self-publish it or do so through friends in the .pdf market.
 
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