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Chapter 7: The Game Master
Table 7–16: Sample Diminishments
Action
Glory You Must Forfeit
Examples
Trifling
Diminishment
1
Choosing to share credit for a deed with someone of lower status
Admitting a minor lie publicly
Having a gift declined by someone of equal or higher status
Declining a gift from someone of lower status (beyond the customary two refusals politeness demands)
Being seen retreating from a brawl
Killing an opponent who can no longer fight back
Choosing to leave the public eye for a month
Minor
Diminishment
Glory equal to glory rank
Allowing an insult to your person
to pass without comment
Choosing to share credit for a deed with someone of equal or higher status
Admitting a serious lie publicly
Declining a gift from someone of equal or higher status (beyond the customary two refusals
politeness demands)
Allowing an ancestral weapon to be destroyed or lost
Being seen retreating from a skirmish
Choosing not to commit seppuku alongside your lord (if not asked to do so)
Choosing to leave the public eye for three to six months
Major
Diminishment
Glory equal to glory rank x 2 Murdering someone of lower status in cold blood
Withdrawing from a mass battle
Failing to arrive at a duel
Attacking a surrendering enemy army
Choosing to leave the public
eye for six months to a year
Massive
Diminishment
Glory equal to glory rank x 4 Murdering someone of equal or higher status in cold blood
Ordering a retreat in a mass battle
Refusing to commit seppuku when ordered to do so by your lord
Choosing to leave the public eye for years
Table 7–15: Sample Acknowledgements
Action
Glory Reward
Examples
Trifling
Acknowledgement
1
Being publicly acknowledged by someone of equal or higher status
Getting someone of equal or higher status to accept an item you crafted as a gift
Bragging publicly after receiving recognition for a glorious deed
Getting others to gossip and speculate about your most recent love affair (without their knowing the
identity of your lover)
Publicly defeating a group of bandits or other petty ruffians
Participating
as a leader in a mass battle
Challenging someone to a duel publicly
Receiving a marriage proposal from someone of equal or higher status
Reading a love letter from an anonymous source in public
Minor
Acknowledgement
3
Achieving a strategic objective as a leader in a mass battle
Publicly receiving a gift of rarity 7 or higher from someone of equal or higher status
Participating on the winning side in a public debate (an intrigue scene)
Defeating an opponent with glory 40 or higher in a duel or clash (or other relevant contest)
Receiving accolades for completing a minor task for someone of equal or higher status
Marrying someone of equal or higher glory
Orchestrating a marriage of a relative to someone of equal or higher status
Reaching school rank 2, 3, or 4
Major
Acknowledgement
6
Participating as a leader on the winning side of a mass battle
Defeating an opponent with glory 60 or higher in a duel or clash (or other relevant contest)
Receiving accolades for completing a major task for someone of equal or higher status
Defeating a superhuman creature such as a troll or oni with
the assistance of allies
Marrying someone of equal or higher status
Reaching school rank 5
Settling a long-standing feud, acquiring agreements of palliation from both sides
Massive
Acknowledgement
9
Defeating an opponent with glory 80 or higher in a duel or clash (or other relevant contest)
Defeating a superhuman creature such as a troll or oni in single combat
Being the victorious commander in a mass battle
Marrying someone in the Imperial family
Reaching school rank 6
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underlying personalities of NPCs by having these characters treat each
other differently based on it. Most characters will defer to someone of
higher status and expect obedience from those of lower status, but the
manner in which this occurs can be an extremely
good way to hint at the
true nature of the NPCs. A sycophantic person will lavish attention on
those of higher status but disdain those of lower status; a more funda-
mentally decent person will likely treat people well despite not being told
to by society. Someone who hates their superior will still likely treat them
well to their face, but might work to undermine their efforts, and occa-
sionally let subtle hints of their dislike slip through the veneer of servility.
The PCs, for their part, can use status by uncovering the status of other
characters via narrative interaction or
various skills and abilities, so that
they can most effectively roleplay their interactions with these characters.
As with NPCs, players might wish to have their characters act differently
around characters of different status levels—though many players are
notoriously disdainful of authority, and GMs should remember to ask for
clarity on whether disparaging statements were actually intended to be in
character and give players a bit of leeway on taking back their more biting
comments unless they actually wish to forfeit the associated honor or glory.
Relationships
Relationships are vital to samurai drama. A character’s relationship with
their lord, their enemies, or their loved ones
often drive their actions in
the plot—especially when these relationships come into conflict with the
character’s desires and obligations. Being ordered to serve alongside one’s
hated rival might cause a character no small degree of strife, while being
obligated to seek revenge against an old friend by the precepts of Honor
might cause a character to question the Code of Bushidō itself. Each
character has several relationships established during character creation,
and players can record more as they see fit.
Each character sheet provides a space to record a character’s most
significant relationships, along with some brief notes for each relation-
ship on the nature of the bond (or enmity) the two characters share. The
player should notify the GM when they add a relationship, so that the
GM can also record it on the
Campaign Sheet (see page 227) to help
them keep track of the people the PCs know.
Similarly, the GM might tell
a player to add a relationship if their character’s actions stir someone’s
emotions greatly, for good or for ill. The GM should pay attention to re-
lationships that a player wants their character to forge, as this gives them
an excellent insight into the plot threads that interest that player, and lets
the GM bring back characters of interest later to pull upon those threads
once again!
Relationships can change. A rival might become a friend after the two
characters serve together, or a friend might become a hated enemy in the
wake of a great betrayal. However,
importantly, relationships do not go
away even if one person involved dies. After all, the departed often have
a great impact on the way people live their lives and on the choices they
make. Every person a character feels strongly for is someone they will
likely always remember.