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Usagi Yojimbo<

Author: by Greg Stolze
Category: game
Company/Publisher: Gold Rush Games
Cost: $16.00
Page count: 96 pp.
ISBN: ISBN 1-890305-02-2
Capsule Review by Larry D. Hols on 08/05/98. Genre tags: none
The _Usagi Yojimbo_ role playing game transports players to the land of Japan as encountered in the _Usagi Yojimbo_ comics by Stan Sakai. Most of the inhabitants of the setting are anthropomorphic animals--Ófunny animalsÓ--and player characters are of the same stuff. The game places the characters in the 17th century in Japan, a land ruled by the Shogun and the swords of the samurai warriors.

Obviously, the setting is not a strict recreation of Japan in the 17th century, but it is intended to provide a reasonable setting for exploring the stories of duty and honor that characterize the Usagi comics. Using the funny animals indicates immediately that the stories are not all serious, using the panache provided by the nature of the characters to help carry humorous story lines. The setting--and game--promises both gravity and levity in the same breath.

The setting is established quickly through the immediate introduction of the Usagi comics and additional commentary spread throughout the rest of the book. Notes from Stan Sakai abound in boxes set apart from the general text, and the art is all by Sakai, lending visual coherence to the descriptions in the text. Those not having read the comics will be quickly informed and entertained by the panels and example segments lifted from the Usagi comic.

The use of Usagi stories throughout provides specific material for guaging how well the mechanics handle the material. The game uses the Instant Fuzion rules, a subset of the Fuzion rules. The level of detail provided by the rules fits the setting well. The Òfunny animalÓ characters and approach of the comic donÕt demand serious grit in the mechanics, and all of the feats presented in the example panels are seemingly handled well with the Instant Fuzion rules. Notes are provided for players of Fuzion systems on what the differences are using Instant Fuzion.

Character generation provides characters that fit well in the Usagi universe. The players are directed to decide the basic type of character theyÕd like to play, then discussion of basic ratings begins. There are four basic Attributes to be decided--Physical, Mental, Movement, and Combat--and a handful of Everyman skills to be recorded. Players then choose a Species and a Job for the characters. Both the choice of Species and Job determine bonuses to Attributes and Skills, in addition to providing Special Abilities. The characters are then rounded out with players being given free points to distribute among skills.

Eleven species are listed to choose from, including the expected Rabbit (Usagi is a rabbit) and the rare and infamous Bat. Cats, Dogs, Pigs, Rhinos, and Bulls all have their place, and the choice of species has great influence on the capabilities of the character in many areas.

There are only nine Jobs to choose from, but in combination with the characterÕs species, the variety provided for is reasonably extensive. Courtiers, Gamblers, Monks, and Ninja are all possibilities. Of course, Bodyguard--ÓyojimboÓ in Japanese--is the first choice listed.

The combat material is very basic. The order of action in a round is based entirely upon the Combat Attribute of each participant. Characters may may Total Attacks, Cautious Attacks, or Total Defenses in a given round, and the interaction of the choices made by different parties strongly affect the outcome. Damage is rated in multiples of d6es.

The chapter on game mastering is useful. The material on Òleading a storyÓ (great phrase) is a solid guide to the basics of game mastering. The section on Details should be required reading for all beginning game masters. The chapter is short and sweet, so it doesnÕt cover game mastering in extensive detail, but whatÕs included is necessary information for GMs.

Two adventures are provided for play, and then the game offers the appendices: a timeline of the series, a Character Index, a Glossary, and notes for conversion to FUDGE. The book ends with an eight-page story featuring Usagi and Gen.

The _Usagi Yojimbo_ game is a solid piece of work, providing all of the necessary information to build a campaign in the comic book setting. Experienced role players looking for a change of pace or seeking to create the further adventures of Usagi will be able to settle in with the rule book and create cats, dogs, and pigx to their heartsÕ content.

Inexperienced players, however, may find the going a bit rough. The rules are clearly written, but the length of the work prohibits lengthy descriptions of play and coaching of the game master. The work is intended to also appeal to fans of the comic who arenÕt necessarily gamers, and this shortage of material could make the learning curve a bit steep at times. The low complexity of the Instant Fuzion rules keep the top of the curve low, however, so novices shouldnÕt be turned away by complexity.

Licensed properties are a staple in the adventure games industry, and each license holder hopes the name of the property will appeal to more than just those gamers interested. Fans of the property, it is thought, may be interested enough in all materials pertaining to the property to pick up the game and start playing. The gaming market expands in this fashion one convert at a time. The _Usagi Yojimbo_ game may work toward this end more than most properties, in that the Instant Fuzion rules are simple, the characters to be found in the stories are easily understood. The sample material found in the book leads into playing the stories naturally, even if putting all the pieces together in the proper order proves a bit tiresome at first. Fans of comics may prove more amenable to gaming than others, simply because they are accustomed to reading action-adventure tales--the stuff of which role playing is made.

Complexity : Low (optional rules or FUZION use increases this)
Coolness : Tropical Drink

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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