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A Learning Experience<br />
The PCs might be students. They might practice at a dojo,<br />
kwoon, salle, or boxing gym . . . or belong to a gladiator<br />
school . . . or train under a wizened old master in his remote<br />
hideout (or suburban home). Or perhaps they are the<br />
instructors. Whatever the situation, the campaign focuses<br />
primarily on the students’ training and advancement.<br />
This type of game works well in settings where inter- or<br />
intra-school competition can turn violent, or where martialarts<br />
academies are centers of political intrigue. Even in a<br />
modern-day campaign, street fights between schools can<br />
occur. Realistic rivalries are mostly friendly; rivals might<br />
compete and then go out together after the tournament to<br />
celebrate. But cinematic (and many historical) settings feature<br />
more violent relationships.<br />
The Shaolin Temple is the most famous martial-arts<br />
school of all time. Scores if not hundreds of movies have featured<br />
students training there. Historically, the Temple was a<br />
refuge for rebels and wanderers, and was ultimately<br />
destroyed by a besieging army. This catapulted its surviving<br />
students into a life on the run – a desperate situation, but an<br />
ideal premise for an adventure-filled campaign.<br />
This theme often segues into others. If the school teaches<br />
fighters for competition, the campaign can cross over with<br />
The Contender (p. 250) theme. If events force the academy<br />
underground, the game will take on elements of Wanted! (see<br />
below).<br />
The Karate Kid illustrates this theme well: a bullied teen<br />
in a new town pairs up with a wise old master. The Paladin,<br />
by C.J. Cherryh, is another example. It later adds elements<br />
of War is Hell (p. 248) and The Quest (p. 247), all in the same<br />
story!<br />
Vigilante Justice<br />
The PCs are rogue crimefighters – not merely maverick<br />
lawmen. They might be in cahoots with the police, tolerated<br />
by them, or actively hunted by criminal and cop alike. If<br />
the vigilantes are wanted by the authorities, then a secret<br />
identity is a must.<br />
Suitable characters and martial-arts styles depend on the<br />
campaign’s location, time period, and realism level. In a<br />
realistic, modern-day game, guns are more useful than martial<br />
arts. In cinematic settings, though, vigilantes tend to be<br />
as good with their fists as they are with firearms, and use<br />
Jeet Kune Do (pp. 164-165), Taijutsu (pp. 202-203), etc., to<br />
defeat crooks. Templates such as Crimefighter (pp. 32-34),<br />
Assassin (pp. 31-32), and Spy (p. 38) suit fictional heroes<br />
well. While implausible in real life, even Movie Star (pp. 36-<br />
38) or Stuntman (p. 40) could work, for a vigilante with a<br />
secret identity.<br />
Without investigation or some other form of activity, this<br />
kind of campaign quickly degenerates into a series of fights<br />
against the Bad Guy of the Week. To keep the game fresh,<br />
the GM might want to combine this theme with another. The<br />
Quest (p. 247) works well if the heroes are hunting a longterm<br />
foe or criminal mastermind, while stepping too far<br />
over the line can lead to a Wanted! (see right) campaign.<br />
This theme is extremely popular in martial-arts fiction.<br />
The Green Hornet television series is a perfect example, with<br />
secretly police-sanctioned vigilantes and a nod and wink to<br />
reality. Kung Fu features a Shaolin monk wandering the<br />
American West, dispensing fortune-cookie wisdom and<br />
hard kicks to bad guys. Other sources include Yojimbo, with<br />
a feudal Japanese ronin playing both sides of a conflict to<br />
further his personal sense of justice, and most Jackie Chan<br />
and Bruce Lee movies. In fact, all of Lee’s movies except<br />
Enter the Dragon feature him as a private citizen bent on justice<br />
– in that movie, he’s a sanctioned agent!<br />
Wanted!<br />
A powerful enemy such as a rival school, the mob, or a<br />
ninja clan hunts the PCs. Or perhaps the authorities seek<br />
them, in which case they could be heroic rebels, vigilantes<br />
who went too far, or loyal spies who happen to work for the<br />
wrong side. Of course, they might simply be common criminals<br />
– assassins, thieves, etc.<br />
The protagonists must either keep moving or operate out<br />
of a hideout that their enemies can’t easily locate or penetrate.<br />
Regardless, they can’t let down their guard because<br />
their hunters could be anywhere . . . or have gotten to anyone.<br />
To give them more to do than flee or hide, the GM<br />
should consider adding elements of The Quest (p. 247).<br />
Perhaps the fugitives seek the piece of information that can<br />
prove their innocence, the secret style that will let them turn<br />
the tables on their opponents, or the one person who can<br />
help them escape to freedom.<br />
The GM can run any <strong>Martial</strong> <strong>Arts</strong> game with a small<br />
group or a single player, but this theme works especially well<br />
under such circumstances. A small group is less prone to<br />
squabbles that risk compromising everyone. A single PC,<br />
however powerful, will often need to deal with NPCs to get<br />
by – exposing himself to adventure and possible betrayal.<br />
The Lone Wolf and Cub series is about a ronin-turnedassassin<br />
hunted by a powerful, government-connected ninja<br />
clan. It’s also a quest, because the hero seeks revenge – on a<br />
huge scale. Robin Hood and his Merry Men (a showcase for<br />
Heroic Archer, p. 45, and Quarterstaff, pp. 192-193) constitute<br />
another excellent example.<br />
Warriors of the Night<br />
The PCs might be ninja or sulsa . . . or members of a<br />
secret society such as a tong or a Triad . . . or guerrillas using<br />
their martial-arts skills to wreak havoc after an invasion.<br />
Alternatively, they might be on the other side, tracking down<br />
and destroying such a group. Or they might be on neither<br />
side, and caught in the middle.<br />
CAMPAIGNS 249