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movies kept the myths alive, however. These were often period<br />

pieces set in the era of the xia or the Shaolin Temple.<br />

While many were made in pre-unification Hong Kong, epics<br />

such as Crouching Tiger, Hidden Dragon and Hero are more<br />

recent, and highly regarded as wuxia. Actors in these movies<br />

practice Wushu (pp. 206-207), which is China’s official art,<br />

making it suitable for modern Chinese martial artists even<br />

in a cinematic game. It is still possible to train in all other<br />

forms of kung fu in China, however.<br />

HISTORICAL JAPAN<br />

Japan has a rich martial-arts history. Like China, it’s<br />

often synonymous with “martial arts” in the popular mind.<br />

Two groups of historical Japanese martial artists – the<br />

samurai and the ninja – are the subject of a large proportion<br />

of martial-arts legend and fiction.<br />

The “Samurai Era”<br />

and Tokugawa Era<br />

The samurai were central to Japanese martial arts<br />

from about 800 A.D. until abolished as a class in the 19th<br />

century. Along with low-born hopefuls, they fought in the<br />

constant conflicts that first fractured and then eventually<br />

unified Japan. They rose to prominence when the Yamato<br />

government began to rely on local nobles to provide mounted<br />

archers, and remained important until around 1600,<br />

when Japan was unified under the Tokugawa Shogunate.<br />

After that, battle became rare but the martial arts didn’t<br />

decline in popularity or social importance.<br />

This entire period is flush with martial arts. Armed styles<br />

prevail – taking on armored opponents barehanded is foolhardy<br />

if there are weapons handy! Appropriate styles include<br />

Bajutsu (p. 151), Bojutsu (p. 192), Iaijutsu (p. 174), Kenjutsu<br />

(pp. 173-175), Kusarijutsu (p. 179), Kusarigamajutsu<br />

(p. 180), Kyujutsu (pp. 179-180), Naginatajutsu (p. 186), and<br />

Sojutsu (pp. 197-198). Shurikenjutsu (pp. 195-197) also<br />

exists, and grows useful later in the period, when armor<br />

heavy enough to shrug off shuriken isn’t worn routinely. An<br />

early samurai would be an expert in the bow and regard it as<br />

the central weapon of combat. Later samurai would emphasize<br />

the sword, spear, and polearms – but the bow remains in<br />

use even after the advent of the gun. On Okinawa, the main<br />

weapon style is Kobujutsu (p. 178), although samurai from<br />

the mainland and those educated in China practice styles<br />

from abroad, too.<br />

Unarmed styles include Aikijutsu (p. 149) and Jujutsu<br />

(pp. 166-168). Sumo (pp. 198-199) is mainly a sport . . . but<br />

some sources have lords hiring sumotori as bodyguards,<br />

implying that sumo hadn’t yet lost all combat utility. Te<br />

(pp. 169-170) is the dominant barehanded style on<br />

Okinawa, but frequent contact with China makes kung fu<br />

styles another possibility.<br />

Ninja participated in the conflicts of this era. Ninja characters<br />

should be trained in Taijutsu (pp. 202-203) and some<br />

of the armed styles listed for samurai. For more on the<br />

topic, see Ninja and Ninjutsu (p. 202).<br />

The Tokugawa era marked an end to the continuous conflict.<br />

With more students and instructors surviving to pass<br />

on their skills, the period saw an explosion in the number of<br />

ryuha. Some detractors point out that this was partly<br />

because ineffective styles survived – styles that in an earlier<br />

era would have gotten their proponents killed in combat<br />

before they could pass on their art. On the other hand,<br />

Musashi Miyamoto (pp. 21-22) was active at this time and<br />

founded Niten Ichi Ryu (see Nito Ryu, pp. 174-175) . . . and<br />

the founder of Jojutsu (p. 192) created his style after an<br />

encounter with Musashi. Both styles are quite effective!<br />

What’s certain is that a game set in this age would feature<br />

all of the earlier styles plus those developed during the<br />

peaceful times that followed. Many of these arts suit any<br />

Japanese campaign set before the modern era. Some exist<br />

even today, although -do forms are more common than -<br />

jutsu forms.<br />

Most Japanese movies and manga depicting these periods<br />

boast cinematic abilities and extreme bloodshed. A campaign<br />

inspired by this fiction would be an excellent hybrid<br />

(see Hybrid Campaigns, pp. 239-241). It might adopt such<br />

realistic rules as Harsh Realism for Unarmed Fighters<br />

(p. 124) and Realistic Injury (pp. 136-139) (Extreme<br />

Dismemberment in particular!), but depict reality as<br />

described for Borderline Realism (pp. 237-238) or even Epic<br />

(p. 239) games. Especially appropriate themes are The Quest<br />

(p. 247) and War is Hell (p. 248).<br />

Running historically accurate Japanese characters can<br />

be challenging for non-Japanese. However, such anime as<br />

Samurai Champloo simply transplant modern attitudes into<br />

the era to facilitate the story. The GM might wish to do the<br />

same.<br />

Modern Japan<br />

After World War II, the American occupiers initially<br />

banned most martial arts. The ban didn’t hold up for long,<br />

though. American servicemen often trained enthusiastically,<br />

and many went on to found dojos upon returning to the U.S.<br />

The most famous modern art was probably Karate (pp. 169-<br />

172), introduced into Japan prior to WWII by Okinawan<br />

instructors.<br />

Today, Karate (especially Shotokan and Kyokushin),<br />

Aikido (p. 149), and Taijutsu (pp. 202-203) are all popular. In<br />

addition, -do forms of most historical combat arts still exist<br />

and some schools keep ancient traditions alive. Yabusame<br />

(p. 181) practitioners demonstrate their art on holidays.<br />

Japanese participation in Sumo (pp. 198-199) is declining<br />

but the sport is still wildly popular – and a steady influx of<br />

foreign-born wrestlers competing at the top levels keeps<br />

interest high. Such sports as Judo (p. 166), Kendo (p. 175),<br />

and Kyudo (p. 181) are common activities for Japanese<br />

teenagers, although people of all ages participate.<br />

In late 20th- and early 21st-century Japan, mixed martial<br />

arts (p. 189) are becoming more popular. There are a number<br />

of competing “brands” or leagues, and fighters often<br />

compete in several of these. MMA and kickboxing matches<br />

are major television events, and participants endorse products<br />

and make TV appearances quite unrelated to fighting!<br />

A modern Japanese campaign might have any realism<br />

level and any theme. Recent Japanese fiction runs the<br />

gamut from Gritty Realism (p. 237) to Over-the-Top (p. 239).<br />

Modern Japan is relatively safe, though, making the “Street”<br />

lens (p. 145) on styles inappropriate and the courses represented<br />

by “Self-Defense” (p. 145) vanishingly rare. Even the<br />

riot police train in formal, traditional styles.<br />

CAMPAIGNS 243

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