Japanophilia was a significant pop cultural force in North America and Europe during the 1980s. This manifested not simply in the enjoyment of anime featuring giant robots but also in an increased interest in the history and legends of feudal Japan, an interest that no doubt built upon the already existing 1970s obsession with Asian martial arts. That Dungeons & Dragons would eventually embrace these interests would have surprised no one who had been paying attention to the matter. The first treatment of samurai in D&D appeared in issue #3 of Dragon (October 1976), for example, while ninja appeared in issue #16 (July 1978) – and both of these postdated the monk class from Blackmoor (1975). There was thus never any doubt that TSR would eventually publish a book like Oriental Adventures. The only question was why it had taken the company so long to do so.
Of course, releasing a rulebook devoted to adding classes, spells, magic items, and monsters inspired by Japanese legendry (and, to a much lesser extent, those of other Asian cultures) is one thing. Illustrating how to make good use of them in the context of D&D is another. Oriental Adventures devotes a mere six pages to sketching a fantasy setting – Kara-Tur – inhabited by the bakemono, hengeyokai, shukenja, and other Eastern additions offered by the rules. Despite its title, there are no sample adventures presented in OA, leaving referees and players alike to their own devices to figure out what to do with all the new material it provides.
That's where Swords of the Daimyo comes in. Written by David Cook, author of Oriental Adventures, and published in 1986, it consists of two 32-page booklets intended to provide referees with everything they need to kick off a campaign set in Kara-Tur – or, more specifically, a small portion of it called Kozakura. The island of Kozakura is a clear analog to medieval Japan's Warring States period, when rival warlords openly vied with one another for control of the empire. This makes it a good fit for the default assumptions of D&D, with adventurers wandering about freely. Indeed, I'd go so far as to say that this sort of situation makes even more sense than many D&D settings, where the social order is still largely intact.
The first of the two integral booklets details three adventures set in Kozakura. The first of these, "Over the Waves We Will Go," is optional and intended only for referees who wish to transport characters from an existing Western-style campaign into the world of Oriental Adventures. As its title suggests, the scenario focuses on a seagoing journey to the lands of Kara-Tur. As adventures go, it's quite unusual, in that it focuses primarily on the ins and outs of a long voyage across the ocean. There's a large – and somewhat impressionistic – map divided into encounter areas the characters must navigate. The referee then uses their position to determine not only how long it takes them to cross the distance to Kozakura, but also what set or random encounters they may have. Equally important is the "mutiny rating" of the crew, a value that goes up or down based on how well the characters do along the way.
The other two scenarios can be played by either non-native or Kozakuran characters, with the module providing eight sample PCs generated using the Oriental Adventures rules. These characters are surprisingly useful, even if you're not using them directly in play, since they provide little details about both the setting and what "typical" OA characters might be like, especially when compared to those of standard AD&D. Of most immediate interest is that several of them come from families or clans that are immersed in the Kozakuran setting. They're not rootless wanderers without any social ties and that, I think, is key to understanding how an OA campaign might differ from many, if not most, Western campaigns.
The second booklet provides lots of information on the Miyama province of Kozakura, the location of the adventures presented in the first book. The information includes many of the usual things, like history, geography, and politics. Much more interesting – and useful – is a hex-by-hex gazetteer that includes lots of little adventure seeds for the referee to develop as needed. Coupled with the large number of maps, both large and small scale, it's an excellent primer for a neophyte referee looking to get a better sense of just Kozakura is like and the kinds of scenarios that might take place on the island. In many ways, it's the more useful of the two booklets, since it provides the referee with the tools he'll need to keep his campaign going.
When it was released, I was very happy to have a copy of Swords of the Daimyo, since it offered a solid collection of ideas and aids for use with Oriental Adventures. I'd already had some experience with Bushido by this point, but it was good to have access to the additional resources this module provided. Moreoever, Oriental Adventures assumes a more strongly fantastical world than does Bushido, so the guidance Swords of the Daimyo provided in this regard was quite helpful. I made good use of it when I was in college and ran a short-lived but memorable OA campaign with my friends. Looking back on it now, I recognize that, even at this late a date, TSR was still producing some solid material that hadn't wholly bought into the principles of the Hickman Revolution. Whatever its shortcomings, Swords of the Daimyo feels like a throwback to the Golden Age of D&D rather than a product of the mid-Silver Age and that's more than good enough in my book.