Introductions
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It is with great pleasure that I write this.
For one thing, I finally have the chance
to introduce new readers and garners to a long-time fascination
of mine-the Orient. The Orient is rich
in variety and diversification. Though there are similarities among its
many lands, each land has its own unique
outlook and style. This is part of what makes the Orient mysterious
and exciting-the exploration and discovery
of entirely different cultures. Thus, the Oriental Adventures book is
broad in scope-it does not restrict itself
to a single country or time period. Presented here is material drawn from
Japan, China, Korea, Mongolia, Southeast
Asia, and the Philippines. The historical periods that provide
inspiration are equally broad-Heian, Kamakura,
Sengoku, and Tokugawa Japan; Han, Tang, Sung, and Ming
China; ancient Korea; even the Mongol invasions.
The second pleasure in writing this comes
from the reading I had to do to prepare. The Oriental
Adventures project spurred me to read materials
I would otherwise never have seen. Some of it was thrilling and
some not. The variety of topics was huge-legends,
folktales, literary epics, genealogical histories, philosophy,
religion, poetry, architecture, land management,
government, history, martial arts, sociology, anthropology,
military affairs, economics, and fiction.
The bulk of this material deals with Japan, with China a close second.
This is not due to any oversight. Most
of the material available deals with Japan, through the choice of various
writers. From the standpoint of gaming
Japan's history and culture provides greater opportunities for adventure
and advancement. Although often seen as
a rigid society, Japan has had several periods of tumultuous upheaval
where a person of any rank could make his
name-the Sengoku period or the collapse of the Helen government
being only two. Of course, anyone who looks
carefully at China will find the same occurred there. However,
fewer people cared to write about it.
Thirdly, it is a great pleasure to write
this because I get to rip into a new challenge. In preparing Oriental
Adventures, there were many goals to meet.
Foremost of these was the interesting but conflicting demands of
historical accuracy and fantastic imagination.
There is very little point in doing a book about Oriental culture if
the material is not accurate. But accuracy
can often be unplayable or just unacceptable. Accuracy here would
mean stricter class structures, less chance
for player advancement and less adventure. It would mean more
fiddlely rules for little details that
would get in the way of play. And rules that might apply to a Japanese
culture
would certainly be incorrect in a strict
Chinese culture! Furthermore, the world presented had to be what people
think the Orient is, not necessarily what
it actually is. Thus, reference works and sources of ideas went beyond
books and included popular Japanese movies
about samurai and ninja, the whole family of Hong Kong kung-fu
movies, comics, and even those endearing
monster epics of giant reptiles and funny dinosaurs.
Fourthly, the Oriental Adventures book
allowed me to create the framework of a new world-Kara-Tur.
Throughout these pages are references to
the lands of Kara-Tur-Shou Lung, T'i Lung, Kozakura, and more.
Each is broadly modeled after a specific
land and era in the Far East, allowing a huge diversity in the styles of
play. As further products are released
for the Oriental Adventures rules, there will be expansions and additional
detail on the fictional continent of Kara-Tur.
Of course, creating a new continent in your own campaign (and
having your players discover it) is an
equally lively and exerting approach.
Finally, it gives me a great deal of pleasure
to write this Introduction for a personal reason-this is the last
part of the book to be written. With these
closing words, I have finished an exciting, challenging, and
sometimes-nerve-wracking project. Take
it and discover the lands of mystery contained inside.
Wahoo!
David “Zeb” Cook
September 17, 1985
Dungeon Masters and players: prepare yourselves
to enter a whole new world-the world of Oriental
Adventures! The material in this
book will enable you to play the AD&D®
game as you've never played it
before.
In the lands of Oriental Adventures,
characters are not judged solely on their prowess with sword and
spell. Oriental characters' social skills
and personal honor are just as important as their combat abilities. When
was the last time politeness and proper
manners really mattered in your campaign? How can characters
associate with nobility if they know nothing
of courts or court etiquette? How many AD&D
characters worry
about how their actions reflect upon their
families and comrades? These and many other intricacies of social
interactions and responsibilities are brought
to light in this volume.
Don't get the idea that Oriental Adventures
characters don't fight. Pages and pages of Oriental weapons
and armor are described and illustrated
here. From the favored weapons of the ninja to thin pieces of cloth that
actually stop arrows, the arms and defenses
of the Orient are yours in the lands of Kara-Tur. Have a favorite
monster from Japanese films? Find it under
Gargantua in the Monsters section! Want to learn a martial arts style
or create a new style? You can do it in
the new worlds opened up to you in Oriental Adventures!
Don't anyone tell Zeb, but he didn't write
the last part of this book. This is the last part of Oriental
Adventures to be put to paper. Steve Winter,
the shogun of TSR editors, set off on his honeymoon (through the
Orient, coincidentally enough) midway through
this project and he passed the editorial katana on to me. A lot of
late nights and deadline crunches later,
I'm now able to breathe a sigh of relief.
Things are winding to a close as I write
this. Most of the book is with the printer. My pals in Graphic
Arts Services no longer scream and run
away when I approach. Gasping noises from Jon Pickens's office
indicate that he is finally surfacing for
air after proofreading these pages for weeks. I no longer assume that the
light at the end of the tunnel is just
the headlamp of yet another oncoming train.
I'm happy that my job is done, but I'm happier
still that you'll soon be enjoying the grand vistas opened
to you by Oriental Adventures. Now that
my task is ended, yours may begin. So strap on your o-yoroi, loosen
your katana and wakizashi in their sheaths,
and go out there and win one for the daimyo!
Mike Breault
October 2, 1985
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