Category Archives: anime

Another Project: Retail Magic

After about 2½ weeks I finished the first draft of the Yaruki Zero book, which weighs in at a bit over 60,000 words. It’s like I got up to a certain speed with my writing and can’t slow down. Right now I’m having some friends look it over before I start on a second draft.

In the meantime, I got inspired to start on another new project. I’ve been wanting to do a new game using the rules of Maid RPG for ages now; I even came up with the idea to call the rules the M.A.I.D. (Maniacs Asymmetrical Interactive Delusion) Engine. I want to do this partly because it’s just something fun, and partly so the people put off by the maids might give the same rules a chance with subject matter that won’t freak them out so much. My attempt to make a new version of Mascot-tan didn’t work out basically because gijinka characters don’t mesh with random chargen at all. I may take another stab at it once I rethink the character creation rules, but a recent bit of renewed hysteria about Maid RPG got me thinking about it again.

My first idea was to do a game in the vein of Urusei Yatsura, about human and alien teenagers in everyday life. Except I don’t really want to rewrite Teenagers From Outer Space. My second idea, and the one I latched onto, was to make a game where you play the employees at a magic item shop in a fantasy setting. It’s something I’ve been wanting to do for years–I ran a game with the same concept using Risus a couple times–but the moment I allowed the possibility of using the Maid RPG rules for it, it made entirely too much sense. Characters can be random and zany on the level of Dragon Half, and the store setup naturally gives you an authority figure NPC like in Maid RPG. I’m still working out what other kinds of rules I want to put into the game though. I’m definitely putting in a d666 random item table, and rules for generating a boss and a shop. On the other hand while it seems natural if not inevitable to put in some kind of basic rules for doing business, I’m not sure of the right way to do it, especially since it needs to mesh with Maid RPG type craziness. (Also, I need to sit down and play Recettear, since I’ve had it on Steam for a year now and everyone who hears about the concept says, “Hey! A Recettear RPG! Awesome!”)

I very quickly settled on the name “Retail Magic” (if you’re picking up an element of deep sarcasm, it’s because that’s what I intended), and since I had a good chunk of my attempt at a new Mascot-tan written up, it’s not so long a journey to a functional rules draft.

One of the things that’s changed between 2008 and now is that I started working in the video game industry as a localization editor, and that helped me shed a tendency to be overly literal in how I translate things. There are an awful lot of things in Maid RPG that today I would word differently, both to better fit American standards (it would’ve been trivially easy to change the “Lolita” Maid Type to “Cute”) and for simple clarity (like renaming “Spirit” to “Stress Limit,” which succinctly tells you what it does). Putting together my own game text from the ground up lets me get everything just how I want it, and lets me keep a close eye on content without having to rewrite or outright excise a bunch of stuff from an original version.

Since I finished the first draft of the employee creation rules (minus descriptions of some of the traits), let’s give them a test drive.

Angelina (Age 24)
Attributes: Athletics 3, Cunning 1, Guts 3, Luck 3, Presence 1, Skill 0
Employee Types: Adventurer, Weirdo
Employee Special Qualities: Pet (albino falcon), Eye Patch
Employee Roots: Under a Curse
Employee Weapon: Holy Magic
Stress Explosion: Hiding in a Box
Colors: Hair: Wine, Eyes: Amber, Outfit: Beige and Off-White
Stress Limit: 30
Starting Favor: 0

Angelina is a former cleric who lost her eye in battle against the Dark Lord’s forces. She works in the store solely because she fell under a curse that makes it so she can’t leave. She’s been adventuring so long that she doesn’t quite know how to relate to normal people anymore, and when things get to be too much she tends to hide in a box until it goes away.

So yeah, I think I’m on the right track. :3

Update: Here’s a few more attempts at making characters.

Board Games and RPGs / Peerless Food Fighters

Of late I’ve been thinking a lot about board games and what RPGs can learn from them. I’ve said before that I’m not generally much for board games, but it’s hard to look at them and not admire the production values and sophistication. I started a thread on Story Games, which turned up some very interesting points that are very hard to ignore. I also hit on a game I want to put together as a sort of proof of concept, a new version of Peerless Food Fighters.

A lot of the stuff I’ve been able to properly wrap my head around has had to do with presentation, with product design. The thing about the traditional RPG format is that it has tremendous flexibility, longevity, and economy, but it achieves those things by way of sacrificing presentation, teachability, and ease of use. When you buy an RPG you get a book, and that’s it. You have to dig through and absorb an enormous amount of text before you even get started, you have to provide all of the other materials yourself, and you have to do a lot of work to prepare and get everything together, often making a lot of decisions you can’t fully understand until you get well into the game. You get stuff out of the deal–I wouldn’t for a moment suggest tossing out traditional RPGs–but here’s yet another avenue for trying things out and creating something new with its own distinct merits. The better board games do a really good job of easing you in to learning how to play. I recently tried playing Space Alert with some friends, and the game is impressive for how it sets up a series of tutorials that gradually add more of the full game’s mechanics. That’s especially important for Space Alert, which expects you to work your way up to being able to use the cards and such to plan out all of your moves over the course of 10 minutes, and then resolve them all once the recording ends.


The best pithy one-liner from the SG thread is from TylerT, and it goes, “Your game is not a book.” This is true no matter what kind of tabletop game you’re talking about. Even if the book is the whole of the presentation, the actual game is what happens at the table, and the book is the means of teaching it. Board games can be really good at putting game content into easily digestible chunks, while many RPGs subject you to a huge infodump before you even start playing. This is an instance where for example Apocalypse World, with its playbooks and such, really shines, especially on the players’ side of things. My recent forays into card games have been really interesting just for how it’s become a routine thing that for a game I’ll have a Word doc of the rules and an Excel spreadsheet of cards, often with the latter having more text overall.

Board games are also free to be much narrower in scope than RPGs typically are. That’s another one of those things where I wouldn’t want every RPG to be that way, but I would like it to be a viable choice. Going back to the thread, one person pointed out that for example wargamers are really big on putting together elaborate terrain, but they have one battlefield for a given hours-long game session, and wouldn’t put up with having to set up a single-use battlefield and minis for many small battles the way you do if you use miniatures in D&D. Chris Engle‘s Engle Matrix Games are RPGs with small, simple boards, providing a map element that’s self-contained and manageable. Somehow people act like it’s just totally unthinkable to have an RPG with any real limitations on the scope of the game. Looking at some of the board games that have entered my life lately, there have been things like Space Alert (where you play the crew of a Sitting Duck class spaceship for 10 minutes as it records data and you push buttons to try to fend off alien attackers) and Red November (gnomes try to survive in their deathtrap of a submarine until help arrives). I like the idea of RPGs that in essence give you a recipe for something with the scope of a movie and let you go at it with little to no preparation. (Though I have found that the more complex board games are like RPGs in that they run a hell of a lot smoother if someone has read the rulebook over in advance.) The next step up from there in variability is something like Fiasco, where in a sense there are dozens and dozens of downloadable “boards” to play with.

There’s also some stuff to do with how the actual gameplay is structured that I need to dig into more. Here are a few snippets to chew over:

  • Make losing fun.
  • Balance cooperation and competition.
  • Structure gameplay so that you need to watch closely while other players are acting.
  • Emergent rather than front-loaded complexity.
  • Emphasis on building up things.
  • Toys/tactile elements are fun!
  • Small social footprint.


A big part of why Peerless Food Fighters so readily came to mind in terms of being an RPG with board game type presentation was that it was already one of the more board game-like RPGs I’ve done in terms of its mechanics. Even so, going all-out with that type of presentation has been really interesting. Like my dalliances with designing an RPG in the form of a smartphone app (and I really do need to get more work done with Raspberry Heaven), it opens up a whole different set of options and constraints. I’ve taken to calling it a “role-playing board game,” which I think sums up what’s going to be in the box pretty well. Stuff that I would ordinarily have in the form of Yet Another D66 Table instead becomes a small deck of cards. Looking at board game components is also just way more fun than it has any right to be, and I end up wondering what I could do in the way of an RPG that uses things like colored plastic rocketships and various types of meeples. Since I’m aiming to do it through The Game Crafter, their available selection of components is influencing some of my choices. One interesting but subtle things is that since I want to have clear color coding for the six pre-made characters and I want to have colored card stands for the character cards, I’m limited to the six colors they have the stands in (red, blue, black, white, yellow, and green). I think that actually made the character designs a little better, since it forced me to have more realistic colors, and avoid the obvious choices like having one character be mostly pink.

As I write this I’m planning for PFF to have:

  • Event Deck (which provides situations for scenes)
  • Complications Deck
  • Fate Deck (a 32-card deck that’s like a paper d6 peppered with special effects)
  • Score Board
  • Map
  • 6 Character Cards (w/card stands)
  • Pawns (for use on both the score board and the map)
  • Applause Tokens (which will probably the least changed element from the old version)

The rules booklet will be an important part of how you learn the game, but thinner than in a lot of Fantasy Flight’s games. I do think the way I’ve set it up potentially lessens the impact of the role-playing aspect, but it also focuses it, so that you’ll hardly ever want for ideas for what to do.

The essential practical stumbling block for hybridizing board games and RPGs is cost. You don’t normally manufacture board games in quantities of less than 1,000, and for an independently published RPG that would involve some unwarranted optimism. For that reason I’m pretty sure the new PFF is going to be more of a proof of concept, with a print and play prototype and maybe a Game Crafter version with little to no profit margin. Outside the unlikely event that PFF takes off beyond all expectations, on a commercial level this is going to be more of a trial run for something more mainstream (the cynic in me is whispering about Cthulhu here) and more ambitious.

Channel A: OAV Edition

Channel A is now available for purchase through The Game Crafter for $35 plus shipping. I’m calling this the “OAV Edition,” the idea being that there’s a progression from manga (the black and white PNP version) to a short OAV series to a full TV anime series. I’m hoping to do proper release by way of a non-POD printing to get the price down, but the OAV Edition is available for the people who want the game right now. The set comes in one of their basic game boxes (which admittedly isn’t great for storing lots of cards), and includes 200 Title Cards, 80 Premise Cards, and 30 Vote Cards, plus a printout of the rules.

As mentioned in my last post, I also put together two expansions–Channel A: Second Season and A-Soft–which I’ve also made available, for $15 each. Second Season is a set of 108 new Title Cards, while A-Soft has 68 Title Cards and a set of 40 “Genre Cards” to make the game about pitching video games instead of anime.

Channel A
Channel A: Second Season
Channel A: A-Soft

From here I’m going to be aiming to publish a more professional version of Channel A, either by way of a Kickstarter or maybe through a board game publisher if I can find one that would be a good fit. In either case this will be after even more playtesting and getting a proper graphic designer (most likely Clay Gardner) to improve on my design work. I’ll be making very little money from the OAV Edition, so if you order it you should do so because it’s a game you can’t wait to play. (It is IMHO a really fun game though!) If you just want money to flow my way (some people have said as much, which is flattering to say the least), the eventual more professional version will be a better way to accomplish that because margins and stuff. (Though sharing the game with lots of people will help me out in the long run too.)

Dragon World Hack v0.2

I’ve posted about it a good amount already, but Dragon World is my 90s comedy fantasy anime hack for Apocalypse World, a very silly fantasy game. Dragon Half and Slayers are major inspirations, but just about every fantasy anime I’ve ever seen figures into it a bit, along with Discworld and the sillier parts of every D&D campaign I’ve ever been in.

This is the “Hack” version of the game, so to play you’ll need to have a copy of Apocalypse World, or at least a good knowledge of how AW works.

Here are the major changes I’ve made from the previous version:

  1. Leveling Up: I replaced marking experience with leveling up, which characters can simply do once per session between scenes.
  2. Guts Points: PCs now have Guts points that they can spend to avoid Falling Down (or to affect die rolls), but every time they do they have to make a roll to avoid having a Stress Explosion.
  3. Wealth: The group shares a special Wealth stat that can fluctuate up or down, and which they get to roll on when they buy stuff.
  4. Story Threads: Instead of connections/History, PCs now have Story Threads, which encompass other PCs as well as other story elements. These don’t have mechanical significance, but they do create relationships and story hooks.
  5. Setting Ideas: I filled out my initial section of NPC and setting ideas.

Dragon World Hack 0.2 PDF
Dragon World Reference & Class Sheets PDF

Guardians of Order

Although it goes without saying, mixing RPG chocolate and anime peanut butter has been a major passion of mine since forever. The first RPG I ever played was Palladium’s Robotech game, before I even knew what anime (or “Japanimation”) was, and when I did get into anime proper in high school I was relentlessly trying to find ways to combine them. I’ve largely been dissatisfied with the anime-inspired RPGs that are available, and my career as a designer (and translator) of RPGs has largely been a succession of attempts to rectify the situation in different ways. As a consequence, it kind of goes without saying that I have strong opinions on Guardians of Order. A random forum post inspired me to write at length about the company and my experiences with them and their products. As I clean out my house preparing to move, I keep running into stuff from my past that many people seem to have forgotten about, that is slipping into obscurity. (For example, the DVDs of the original Tenchi Muyo! OAVs are really hard to find.) I don’t think Guardians of Order has been forgotten, at least not yet, but as someone closely following the scene at the time there are a lot of little things I remember that might help form a clearer overall picture. This is going to be kind of long and a little rambly. Kind of ranty too.

My first encounter with GoO was in the late 90s when I stumbled across the original gray Big Eyes Small Mouth book at a local game store. That store is now long gone, and the mall where it was has since remodeled and generally become very trendy. The book had the original GoO logo, the one with what looked kind of like Akane from Ranma ½ on a unicorn or something, that later went through a few iterations before the final griffin/shield/maple leaf logo. (MacKinnon is proudly Canadian, which matters to the story a lot more than it probably should.) Since most of my experience with RPGs up until then had been with Palladium, Toon, White Wolf, and to a lesser extent GURPS, my prior gaming experience hadn’t prepared me for this style game. What I know now that I wish I’d known then is that BESM is the creation of a hardcore Amber Diceless fan, and Mark C. MacKinnon essentially meant the rules to be a guideline and a set of tools you could fall back on when your freeform role-play left questions unanswered. From the direction that the game went from that gray book, it’s eminently clear that MacKinnon didn’t really realize that that was what made his game worthwhile, and so he failed to articulate it to anyone. I certainly didn’t know what to do with a game where the cyborg attribute’s description simply said it would give you a small/moderate/large “advantage” (not a game term, just something vaguely advantageous). Even so, BESM became the standard in anime-inspired role-playing games, and GoO began producing supplements and licensed games. For their original works they made good use of art from talented fan artists (with a few missteps), and by and large their books were very pretty. I complain a lot about anime-inspired artwork in RPGs, but for the most part the folks at GoO got it in a way that very few RPG publishers ever have.
Continue reading Guardians of Order

Channel A: Progress Made

I now have a few playtests of Channel A under my belt, and I’ve made a few refinements. The biggest and quickest of these was letting the Producer draw a hand of 5 Premise Cards and pick two. After that, I’ve got a lot of things where I have a ton of options and it’s hard to discern which is the best.

One rather interesting thing I found out recently was the story of The Big Idea, a game originally from Cheapass Games that Funforge later re-released. Not unlike Channel A, a major part of the game is putting cards with words together to make something, in the case of TBI a silly invention. I’d played the Cheapass Games version with my brother-in-law (the one who has a wall of board games), and I hadn’t known that the newer version, along with non-cheapass production values, simplified the rules considerably. The game originally had an “investment” phase where players put currency towards different inventions, rolled dice, and got dividends if the investment/die roll worked out. The new version cuts out the investment phase entirely, making it into even more of a party game. (Is there a term specifically for card/board games that revolve around using the components to springboard into saying stuff?) It has an extra set of scoring cards, so that each player has blank cards and a medal card to hand out, face down, and that’s the extent of the evaluation/scoring mechanism.

The article also mentions that Apples to Apples was more complex before its publication, and I think that’s a good lesson to take working on this game. It’s easy and tempting to add more complexity to Channel A, say a thing where you see how your series fares on TV, but I’m increasingly sure that what I need to do is refine the core of the gameplay I already have. Aside from expanding and refining the decks,[1] the big thing I’m considering is whether to stick with the Producer setup or make what I currently have as the “Anime by Committee” variant rule (which coincidentally is closer to The Big Idea) into the default. I made a set of Voting Cards to try out the TBI method, though on paper it strikes me as a little cumbersome. I’ve updated the rules with that and some other ideas, and there’s a PDF below. I have entirely too many ideas for new Title Cards and Premise Cards, but I’ll get into that stuff later.

Voting Cards PDF
Channel A Rules (Alpha 2)
Bonus Title Cards

Update: I made a Channel A page and posted up another revised set.

My friend Suichi made a rather interesting observation about me as a designer, which is that where he thinks in terms of numbers and hard mechanics, I tend to think more in terms of the human interactions and how they shape the game. It’s why I came up with a game like Channel A where he never would have. I think I play RPGs for the interaction and in-the-moment creativity as given a springboard by the rules, which goes a long way towards explaining why the card games I really like, and the one I’m designing, are basically just vehicles for that.

…Though if you get all the expansions you can call it “11 Wonders.”

Last week I got together with some friends for what turned out to be an afternoon of board gaming. We played Cards Against Humanity, playtested Channel A, and then played 7 Wonders. It was really, really strange playing a Euro board game on the heels of CAH and CA, since we went from “Make an anime about vampires racing!” to “So I need to spend 2 Gold to buy lumber from Aaron.” It was very much the polar opposite, a thoroughly mechanistic if incredibly well-designed game, and in the Ewen/Suichi dichotomy definitely more of a Suichi type game.

[1]There’s also the possibility of later reskinning the game to have it be for video games or American cartoons, though I don’t know of anything with titles quite as over the top as anime.

Channel A: Alpha Prototype

To say that I’ve been inspired lately would be an understatement. The day after I posted up my Cards Against Humanity expansions, I thought about what I would do in the way of a friendlier original card game in the same general “using cards to make jokes” kind of style. The premise that resulted is a game I’m tentatively calling “Channel A” where you assemble cards to make titles of anime series.

One player is the Producer, and he or she plays two Premise Cards, with things like “School Romance” and “Giant Robots Fighting.” The other players each have 10 Title Cards, which have bits of anime titles like Perfect, EX, Penguin, Galaxy, etc. Each player tries to assemble an anime title from the cards and give a brief pitch for a series with that title that fits the Producer’s premise. The Producer picks a winner for that round, and then you rotate Producers and keep going.

It’s admittedly a bit derivative–it came from this fury of inspiration from CAH and there’s some of The Big Idea in there too–but I’m okay with that for my first attempt at card game design ever. I don’t know if I’ll make a habit out of it, but I’m definitely jazzed about this particular game.

For the initial prototype print and play version I used 2″x2″ cards like CAH, mostly because printing 20 cards per page makes life easier. Yesterday I roped some friends into a playtest with just the Title Cards (on account of I hadn’t finished the Premise Cards), and it was a lot of fun. I’m also tempted to start recording sessions to preserve some of the nifty ideas it produces.

Channel A (Alpha Prototype) PDF Download

Update: Some more on the game, including revised rules, in this blog post.

Update Again: I made a Channel A page and posted up another revised set.

If you want to make a deck, get the PDF printed on heavy cardstock and carefully cut out the cards. You can get a clear plastic box to keep them in at places like The Container Store or Tap Plastics. I’m looking for feedback both on how it plays and on elements to include in the cards (and the cards’ contents are just the sort of thing where I expect plenty of people to have opinions on what I’ve left out).

Dragon World Hack (v0.1)

Dragon World is my Apocalypse World hack for stuff inspired by 90s comedy fantasy anime, and to a lesser extent the silly parts of a typical D&D campaign. I was most directly inspired by Dragon Half and Slayers, but quite a bit of other stuff crept in. This is a very silly game, and the MC (or rather the “Dragon Master”) section is in part a distillation of what I learned from running Toon and Maid RPG.

I decided to put a rough version of it up on the site for people to enjoy and hopefully play a bit. This is the “hack” version, which lacks explanations of some of the basic rules, such that you’ll need a copy of Apocalypse World (or at least to be well-versed in the basics of AW) in order to play. It’s had a little bit of playtesting, such that I refined the basic moves and the Pure Sacrifice, Dumb Fighter, and Conniving Thief character types a bit, but there’s also a lot of stuff I finished up in one big rush over the weekend.

Download Dragon World Hack v0.1 (PDF)
Dragon World Hack Playbooks and Basic Move Reference Sheet

Other Ideas
I’m pretty happy with the selection of character types here, but I literally have about 30 ideas for others, plus I’ve found that the game very frequently inspires people to suggest new ones as well. If I publish a proper book, there’s a very good chance I’ll end up doing some kind of compendium of character types as a supplement. I’m also going to be working more on a few other possible things for the rules, and a section with setting and NPC ideas.

“Story moves” are kind of a neat little thing I came up with the other day but haven’t implemented yet. I’ve been reading through the Discworld novels from the beginning (which is why stuff like Failed Wizard, Oblivious Tourist, and Octogenarian Barbarian crept into my list of possible character types), and in the first two books there’s the thing about how Rincewind has one of the eight great spells from the Octavo stuck in his head and all the trouble it causes. A story move is a thing like that, represented as a special move that at turns helps and hinders the character, and also has an end condition of some kind, after which you lose the move and get a free advance.

Steven Savage suggested adding a wealth system, which would basically be a special stat shared by the group that would fluctuate depending on when they bought major stuff or found treasure, and there would be treasure with associated custom moves to make their lives more interesting. It could fit in nicely with Temptations and make room for some kind of merchant character type, but I’m still thinking about it.

Kyawaii RPG Omake: Monday Afternoon Blues Audio Edition

This is something I’ve been wanting to do for a while and finally got around to putting together. This is an mp3 you can use to play Monday Afternoon Blues, a role-playing poem I did a while back inspired by Stoke-Birmingham 0-0 (only with an anime convention spin because me and my friends know nothing about soccer). This new version consists of an audio introduction, 15 minutes of ambient airport sounds (thanks to, and an announcement that’s your cue to end the game. I’ve also included a set of character cards you can print out to make it a little easier to keep track of who’s who.

Monday Afternoon Blues Audio Edition (mp3)
Character Cards (PDF)

This file uses the AtlantaAirportAmbient.mp3 by jm Creative Commons audio sample.

A Further Update on Magical Burst

I think I’ve finally reached a point where I have a good roadmap for where to go from here with Magical Burst. Future iterations are going to be much more about refining what’s already there instead of ripping stuff out or bolting new things on.

After talking to a group of guys who’ve been playing MB on IRC a ton, I’ve realized that I’m not quite as dissatisfied with the combat system as I thought. It definitely needs refinement–youma are still much too easy to kill for example, and lots of people find specific crunchy bits unclear–but the foundation seems pretty sound. One thing I am going to add is an (optional) thing for narrating details much like in Wushu, as part of the general action resolution rules. I realized it could fit nicely into the existing game, and is easy to skip if that’s what you’d prefer.

I think moves and normal attributes just need general rejiggering. Some attributes are under-utilized, or very easy to under-utilize depending on how you play your character, and some moves (especially Sorcery) just need to be fixed up. I’ve just barely started working on this part, so while it’ll follow the same general concept, I can’t say how it’ll go exactly.

Feedback from playtesters has led me to reevaluate how Fallout will work. The IRC group strongly prefers for the GM to tailor fallout to the circumstances, which is totally the kind of awesome thing you think of while playing the game. I had originally intended for Fallout to purposely be senseless and random, but I think explicitly stating that fallout can be more deterministic and tailored will help encourage better play. With Changes in particular there’s the problem that it’s too easy for a random Change to be something a character can brush off.

The whole thing about Changes dovetails into the matter of what for lack of an established term I’ll call “character safety.” Magical Burst isn’t a very lethal game, but Changes can “damage” your character concept. I wonder if the fact that some people have expressed concern over that sort of thing is a difference in subcultures, but regardless it’s something to at least address in the text. I suspect that relatively few indie RPG types would be too concerned about character safety, whereas from what I’ve heard of the freeform RP scene it’s of paramount importance to some people. I think this is another thing to address textually rather than mechanically, both because it’s a social contract issue and because it’s trivially easy to (for example) re-roll a random Change that a player finds particularly problematic.

I’m also working on reorganizing and rewriting the text to better reflect the intended style of play and hopefully to be more accessible. I think the thing I was groping towards with Secrets was along the lines of the Bangs in Sorcerer, stuff that forces the PCs to react. Secrets, the presence of a youma, and Fallout are all ultimately aimed at pushing the story around. Madoka Magica basically runs on a succession of shocks as the characters learn what’s really going on and struggle to cope with its implications. That’s something I’ve done informally as a GM before, and I think that a big part of why the playtest I ran was kind of flat was that I didn’t particularly try to make the shocks happen.

You may have seen the picture of a Magical Burst character named Sumire by a very talented Taiwanese artist who goes by Len. His Pixiv gallery has tons of impressive artwork of his RPG characters (going by his artwork he seems to play a lot of GURPS and a fair amount of D&D), and he’s part of the group that’s doing a Chinese translation of the game. Torbadomy got in touch with me the other day, and it’s worked out that Len is going to be lending his considerable talents to producing artwork for Magical Burst.

Magical burst – Sumire by Len on pixiv

I derive far more amusement from meduca meguca than I really should, and I’m planning to write up something called “meguca borsht,” though I realized it’ll be surprisingly hard to do on purpose. I think it’ll look something like D02: Know No Limit though.