by Darren MacLennan
The last thing that anybody can accuse Gold
Rush Games of is not doing their homework.
Shinobi: Shadows of Nihon is about as close as anybody's ever
going to get to truly historical ninjas. The people who write Sengoku
are deadly serious about their historical research. This book is about the
real ninja, the human beings who actually tried to live up to the fearsome
reputation that they got - and the book takes incredible pains to make sure
that the details of the book are as close to history as they can get, with
the occasional diversion into some of the more fantastic elements of the
ninja myth for GMs who are interested in more cinematic campaigns. They
picked an incredibly difficult task and wound up doing it pretty darn
well.
Ninja have always had a rather iffy existence within a lot of
role-playing games - mostly because they've been extraordinarily popular in
American culture for the last thirty years or so. Most of that, in turn, is
thanks to a wide variety of B-movies starring ninjas - the American Ninja
movies spring to mind, for example. As a result, there's a lot of cultural
white noise surrounding ninjas, reaching its climax in the campy,
good-natured American Ninja movies. Shinobi goes for the strictly
historical approach, where the ninja are very skilled, but not terrifically
supernatural - unless, of course, you decide to let them have access to the
Ki powers, or to ninja magic, in which case the game takes a turn towards
the supernatural.
One of the neat paradoxes of the book is that it's based on historical records
which are themselves fairly biased - the ninja were apparently subjects of wild
exaggeration back when they were still around. Instead of a single origin story,
the book gives us four, ranging from the idea that ninja were descendents of
supernatural creatures to the idea that they were the remnants of a powerful
samurai clan laid low. The history ranges from their origins, to their
development and heyday, to their interactions with the Europeans (sneaking aboard
a European ship to steal valuable documents, only to wind up with a transcription
of a sea shanty) to their eventual disbandment in 1866. I can't attest to the
historical validity of the material, but it has the feel of material that's been
intensely researched.
This includes material on the ninja religion and/or code of honor,
ranging from their reflection of the samurai to their take on Buddhism -
fascinatingly enough, the book describes the ninja as regarding everything
around them as their tools and friends - a universal animism. I'm not
entirely sure why the book felt it necessary to describe the ninja's
perspectives on the various classes of feudal Japan, especially since it
radiates contempt for most of them - it's a page and a half, but its
inclusion feels a little weird.
More interesting is the stuff involving the ninja families - while I'm
pretty sure that player samurai could, hypothetically, come from the same
clan, the ninja draw their members entirely from the same family - with,
say, the grandfather as the head of the clan and the children as the
up-and-comers. I keep thinking about a campaign composed entirely of ninja
within the same clan - sibling rivalries, old fights between relatives
flaring up at the worst time, all manner of good stuff. It would require
mature role-players, of course, but it's be a step beyond the usual
we-just-happen-to-work-together motive of many adventuring parties.
The book splits the ninja special abilities into two or three groups - or, more
specifically, into realistic and non-realistic uses. There's a lot of new skills
here which are specifically tuned for ninja, including vertical wall climbing
(done by finding and exploiting miniscule holes in the wall), chemistry,
astronomy, demolitions, the use of fire, nets, hypnotism, throwing shuriken and
remaining perfectly still. A skilled ninja could climb up a sheer wall, sneak
into the bedroom of a geisha, hypnotize her into throwing the fire grenade that
he's going to leave somewhere else, and sneak back out again - again, it's all
dependent on how cinematic you want the game to be.
The Ki powers obviously shade much more towards the fantastic end of
the pool, including the very anime-esque "twenty thousand cherry
blossoms" technique - where you surround yourself with a swirling cloud
of flower petals, or bugs, or what have you - or the ability to make
yourself look like a demon. Along with a new martial art for ninja, there's
various forms of ninja magic, which apparently draws from Tibetan Buddihism,
giving it a vaguely Indian feel. The magic itself is pretty varied - there's
enough here to throw some nasty surprises at your samurai or ninja players.
The book rounds itself off with a tour through the historical ninja families of
Japan, notable NPCs and, most helpfully of all, mission templates - ranging from
the relatively obvious (espionage, assassination) to the ones that you wouldn't
expect (extortion and reconnaissance). Ninja weapons, mission tips, various cover
roles, advice for shinobi campaigns and a very decent index for a capper - hell
with it. If you're interested at all in ninjas, or including ninjas in any
Oriental fantasy campaign, this is the best, and probably only, book that you're
going to need.
- Darren MacLennan