#Setting-Relocation Guide
Contents
#§ Situation
Relocate the core's assumed setting (Sengoku-era Japan) to a different setting — China · Joseon · the West · the modern era · SF, and so on. Using this expansion's foreign-style schools and foreign Divine Treasures, a campaign of a different era · culture is possible.
#§ 5 Setting Variations
#1. China (Ming · Qing)
Modules used:
- 11-03 Maga Spear / 11-08 Qi Jiguang's spear method
- 13-01~05 5 Chinese unarmed-combat styles
- 14-06 Jinyiwei
- 19-01-04 Chinese Daoist / 19-02-03 Chinese Daoist ghost-quelling
- 25-04 Ming · Qing squads
Campaign tone: wuxia · political intrigue · diplomacy
#2. Joseon
Modules used:
- 10-05·06 Joseon Sebeop · Bonguk Geombeop
- 11-02 Joseon spear method
- 12-02 Joseon horn-bow archery
- 13-07 Taekkyeon
- 14-03 Joseon Geomgye
- 15-03 Joseon mounted archery
- 16-04-02 Joseon navy
- 18-01-03 Joseon military classics
- 19-01-03·02-04 Joseon Daoism · shamanism
- 25-03 Joseon squads
Campaign tone: the Imjin War · righteous armies · court politics
#3. The Western Medieval · Early Modern Era
Modules used:
- 10-07·08·09 Liechtenauer · Fiore · Destreza
- 11-04·05 pike · Landsknecht
- 12-04·05 English longbow · Dutch gun
- 14-04 Sicarii
- 15-05 Jineta
- 16-04-04·05 Portuguese · Viking navigation
- 19-02-01·02 Catholic · Orthodox exorcism
- 19-04-04 Kabbalah Barrier
- 25-05 Western squads
Campaign tone: the Crusades · religious conflict · New World exploration
#4. The Modern Era (19th century)
Modules used:
- 10-01·02 Tennen Rishin · Hokushin Itto (Bakumatsu)
- 12-05 Dutch gun
- 13-13·12·14 catch wrestling · savate · aikido
- 18-01-04 Western military science (Maurits · Gustav)
- 30-09 short campaign (Bakumatsu short piece)
- 50-tournament scenarios (historical era only)
Campaign tone: Bakumatsu upheaval · Western adoption · civic revolution
#5. SF · Future · Fantasy (fictional)
Modules used:
- 25-07 fictional · media squads (altered names)
- 60-08 custom content (fictional divine objects · schools · settings)
- 11-06·07 secret arts · Self-Taught Style (thinker · self-refinement)
- 99-07 IP guide (principles of altered names)
Campaign tone: cyberpunk · space opera · fantastical wuxia
Caution: some core rules are unsuitable — firearm variation (Gunnery → laser), armor variation (steel → power armor), and other self-made variations are needed.
#§ Cautions When Varying
#1. Core-Rule Consistency
Even when varying the setting, keep the core rules (round · Energy · check formula). Vary only the data · description.
#2. Period Vocabulary
Change the vocabulary the PCs can use. E.g.: "By Session 0 agreement, change vocabulary such as '門 (gate)' · '館 (hall)'"
#3. 1st-Expansion Compatibility
The 1st expansion's Spirit Realm drift record assumes Japan. When relocating to a different setting, part of the 1st expansion is unsuitable. GM's discretion.
#§ Anti-Patterns
- Turning every campaign into one fictional world: it fails to use the rich material of the core + 1st + this expansion.
- Changing only the setting while keeping the data as is: putting a Japanese Swordsmanship school straight into an SF campaign — it does not fit. Alteration is needed.
"The setting is a campaign's stage. When the stage differs, even the same swordsman makes a different story."