Epic

Epic campaigns are the realm of wuxia and chambara films, which don't allow the laws of physics to get in the way of a good story. Every option in Cinematic Combat is potentially appropriate, except for Bullet Time (p. 133). The GM should still avoid silly rules - for instance, Proxy Fighting (p. 132) - in a serious game. Epic games don't make an intentional effort to violate natural laws, though. The goal is to remain true to legend, which often requires the world to be largely realistic for everyone but the heroes and their arch-enemies so that their abilities look suitably impressive.

Strengths: Comes closest to traditional martial-arts legend, and handles the often-campy action of movies that superimpose legendary abilities on modern settings. Thus, it's satisfactory to even the most demanding fan of martial-arts fiction. For the rest of us, it's just plain fun!

Weaknesses: Totally incompatible with a group that prefers realistic games. Epic campaigns aren't extreme enough for gamers who want superhero and anime martial artists with physics-warping capabilities unrelated to traditional martial arts, either. Unless the GM has mastered the rules, using many cinematic options can slow down play as much as using lots of detailed, realistic options - but not using cinematic rules defeats the purpose.

The Ultimate Karate Bible

The Ultimate Karate Bible

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