Category Archives: anime

Yaruki Zero Podcast #6: Marketing Anime RPGs

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jon5In this episode I’m joined my by longtime friend Jon Baumgardner. He’s worked at several different companies doing marketing and brand management for anime, and I brought him on to talk about marketing techniques for small-press/indie RPGs, and for marketing to anime fans.

There’s a bird cooing in the background in some parts. I don’t feel like re-recording. Meow.

Yaruki Zero Podcast #6 (50 minutes, 37 seconds)

Show Notes

  1. Introductions
  2. What is marketing?
  3. Small-Scale Marketing
  4. Selling an Experience
  5. Marketing to Anime Fans
  6. Specific Techniques
  7. Addendum: New Millennium Currencies

Next Time
The next episode will be “Random Thoughts”, another solo podcast, where I’ll talk briefly about several different topics that have been on my mind.

This podcast uses selections from the song “Click Click” by Grünemusik, available for free from Jamendo.com. If you like the song, consider buying some CDs from Nankado’s website.

Somewhat embarrassing but very awesome caricature of Ewen courtesy of the talented C. Ellis.

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(For an added bonus, I recorded a piece on Dragonball Evolution for Anime Confessions.)

Yaruki Zero Podcast #2: Anime and RPGs

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Ewen talks to himself about the relationship between Japanese animation and role-playing games at length. What do people mean when they say “anime” in the first place? What kinds of anime RPGs already exist, and what kinds could exist?

Yaruki Zero Podcast #2 (31 minutes, 24 seconds)

Episode Outline
1. Introduction
2. Perceptions of Anime
3. The BESM Paradigm
4. “System Does Matter” and Anime
5. Anime Fans and RPG Fans
6. Closing Comments

Show Notes

Next Time
The next episode will be an interview with Clay Gardner, creator of OVA: Open Versatile Anime.

This podcast uses selections from the song “Click Click” by Grünemusik, available for free from Jamendo.com. If you like the song, consider buying some CDs from Nankado’s website.

somerights20en

Kyawaii RPG #3: Seasons

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I started watching Clannad yesterday, got highly inspired, and wound up banging out a very simple game in a matter of hours. I’m not sure how well it lines up with the source material, since it’s from about 5 episodes of Clannad, plus what I can remember from Air and Kanon. Seasons is a very simple game, basically pure role-play with some guidelines related to revealing what makes people tick and helping them out. It bears some resemblance to It’s Complicated, only not as good.

Click here to download.

Anime Games I Want

Another issue I had largely dismissed as irrelevant until a friend pointed it out to me is that some people are put off by anime. Titles like Avatar are hurt as well as helped by the label. That’s another example of how it’s become a loaded word for some people. Some people who like Exalted like it because of its anime inspirations, others like it despite them and play up the Greek myth side more, and still others dismiss it entirely because of the anime slant. (And amusingly, Andy has mentioned that the Japanese publisher of WoD–Atelier Third–found Exalted just too overwrought for Japan).

My ideal model for drawing inspiration from anime and manga would be Bryan Lee O’Malley‘s comic, Scott Pilgrim. There are a lot of elements that are reminiscent of manga, but if he was inspired by Japanese comics, he’s fully metabolized them and he’s doing what he wants to do with them. No imitation, self-consciousness, just a kickass comic. (Also, Scott Pilgrim needs an RPG).

Anyway, this time around I’m going to post my thoughts on what things in anime I think would make for really neat RPGs. (Though there are some more that I’m going to save for future installments of “Role-Play This!”).

  • Horror Heroes: While Japan does have a tradition of scary-as-hell horror stories, there’s also a genre of anime about good guys fighting the to protect us from the supernatural. These range from deadpan titles like Blood+ to the wackiness of Phantom Quest Corp.
  • Miyazaki: Hayao Miyazaki’s animated movies are in many ways unlike mainstream anime–deliberately so–and they have captivated audiences of all ages. I’d love to see one or more games try to capture some of Studio Ghibli’s modern fairy tale feel. Yuuyake Koyake is probably the RPG that comes closest.
  • Postnuclear: In Japan the atomic bombings of 1945 have been so politicized that no one has really made any effort to confront those issues directly in art. Instead, anime series like Yamato and Evangelion express the repressed feelings and urges while studiously avoiding real-world blame. Bliss Stage‘s scenario starts with some of the same end of humanity nihilism, but I’d like to see a game that tackles these issues more directly.
  • Sekai-kei: Sekai-kei is a genre that focuses on a relationship between two young people, juxtaposed with the end of the world. Jake Richmond’s The Year We All Died is very much based on Saishuu Heiki Kanojo, but The Melancholy of Haruhi Suzumiya, Voices of a Distant Star, Iriya no Sora UFO no Natsu, and Evangelion are all considered part of the genre.
  • Otaku: Dramacon, Akihabara@DEEP, Aoi House, Genshiken, and Megatokyo all show different ways that stories about obsessed fans can make for interesting characters. I want to see a game with the otaku troubleshooter agency angle of Akihabara@DEEP, and the zany, exaggerated, and deep setting sensibilities of Megatokyo.
  • Sci-Fi Western: I want to see a totally over-the-top Western with sci-fi elements a la Trigun, and maybe some fantasy gun magic like in Kurohime.
  • Shinigami: At some point someone needs to write a pretentious essay analyzing the Japanese fascination with shinigami, or “death gods.” In the meantime, I want to see an RPG that draws on stuff like Bleach, Death Note, Soul Eater, Shinigami’s Ballad, and so on.
  • Super Robots: This is the other end of giant robots: cheesy, cinematic, and bold. The robot is an extension of the hero’s blazing heart. Gurren Lagann is the most recent example of the genre to make a splash.

What about you?

In Other News
The layout of Maid RPG has begun. I got to see a sample today. It’s directly based on the original Japanese sourcebooks, and I really like how it looks so far. Andy’s been plugging away at the editing too, so while there will be a lot of rushing around on everyone’s parts, it looks like things are on track. Also, I’ve been poking at my own Maid RPG material (tentatively titled “Maid RPG 120%”), mainly putting together a table of scenario seeds covering old west, reality shows, superheroes, and more.

I’ve started playing with WordPress’ “pages” feature. There are now pages for “About Me” and “My Games.” I didn’t realize I had SIXTEEN different games in various stages of design (from a mere idea to a more or less final draft). Sigh.

3-Hit Combo!

Shatter The Wall Between Zero and Infinity!
I’ve well and truly gotten started on my fighting shonen manga RPG. I’ve tentatively titled it “Zero Breakers” (zero like “wandering the void between zero and infinity” and like Yaruki Zero Games). I’ve mostly been typing up the stuff that was already in my head and my notebook, but it’s going pretty smoothly so far. Assuming it doesn’t manage to completely come apart at the seams, I think I may be on the way to designing my dream game. And I think it’s starting to look more and more like a diceless technicolor cousin of Dogs in the Vineyard. OTOH I think it may actually turn out to be a great game for playing online (which I’ll definitely have to try once it’s ready).

And incidentally, I just found out that Christian Griffen is working on a somewhat similar game, called Anima Prime. I’ll have to find time to read through it, though from a casual skim its overall approach is a bit different from Zero Breakers (it uses dice for one thing).

Breaking Molds
Adventures of the Space Patrol has been kind of an unusual project for me in that while I have a certain look and feel in mind, and although I’ve certainly been putting all the B-movie cliches rattling around my noggin to good use, it’s not particularly based on something from another medium. I’m wondering if I haven’t been too beholden to source material in the past. AotSP has been an unusually easy and fun project to work on, though it helps that the rules are like a mashup of FATE 3.0 and Yuuyake Koyake, off the shelf components rather than all-original stuff. Of course, I get so much inspiration from outside sources that I wouldn’t dream of abandoning that approach, but I think I need to be more able and willing to come to projects from other angles. This is especially true considering that I tend to latch onto a genre and spend an inordinate amount of time (and sometimes money) immersing myself into it. The number of hours of sentai I’ve watched for Tokyo Heroes is literally well into the triple digits, for example. AotSP could easily have had me trying to absorb and imitate endless hours of Buck Rogers and Commander Cody, and frankly there’s something to be said for not having to spend that much time, however enjoyable, to get things done.

Interstellar Skulduggery!
I have, however, started reading the Lensman series. It’s basically the first space opera epic, and the earlier parts of it came out in the 30s. So far it’s rip-roaring pulpy sci-fi action with dastardly villains, square-jawed heroes, and lovely damsels in a universe of ancient aliens and sometimes literally world-shattering technology. I really want to know why it was allowed to go out of print, though on the plus side I was able to get a hold of the books for relatively cheap. There was a GURPS worldbook for it (and for the longest time I never knew what it was), but I’d love to see a treatment of it with SotC or similar some time.

More On Fighty Manga

Rob’s comments on my fighting shonen manga post, coupled with this thread on S-G have me thinking more about fighty manga and RPGs in general. I think in manga especially, fights are less about combat power, or even who wins or loses per se, and more about the costs and consequences that flow out of those things. Stories, especially melodramatic shonen manga type stories, have a certain flow to them, and a game that really wants to simulate them needs to be less about hitting or missing, and more about what kinds of consequences flow out of succeeding or failing.

I have no doubt whatsoever that there are people who like game-y combat in their role-playing (I mean, D&D. Yeah.), but while running my current campaign with OVA, I’m finding that the consequences of a given conflict are the more interesting part, for me at least. If a bad guy shows up and gets offed with little trouble, he might as well not have come at all. When the ship’s AI turned on the crew, and left Aleph severely damaged, Caden with one arm, Nameli with two out of five children dread, and everyone homeless and generally shaken up, it was what will likely be one of the more memorable moments of our involvement in the hobby. Whatever the outcome, the process of rolling to hit and to dodge and figuring damage and such just doesn’t interest me all that much, especially when it holds the threat of PC death. Danger can and often does make things more interesting, but in terms of playing a game around the table, having a dead PC is more often than not one of the most boring things that can befall a player, since (as noted in Nathan Paoletta’s recent blog post) the player’s input into the game drops to zero. Conflicts with fallout have less worry about deprotagonization and the incentive of making characters more interesting and (for this genre) possibly more powerful. (Plus fighting shonen manga characters hardly ever get around to dying for whatever reason).

Although it’s tempting to conclude that in anime a hero with sufficient motivation can accomplish just about anything, at least in the fighting shonen manga mode it’s more than a character has to have his motivations properly lined up in order to use his full power, and that power is what lets him turn his passions and principles into reality. As over-the-top and melodramatic as it is, the characters in Naruto have to find ways to use guile, cleverness, and sometimes sheer boldness to have any chance against what it otherwise a superior foe. However much Naruto wants to beat Neji for Hinata’s sake, just wanting to do it really badly isn’t enough. He has to put everything on the line, risk using the power of the Kitsune, and pull off something incredible with the Kage-Bunshin no Jutusu.

This means I’m starting to really see the shape of the system I want. In a conflict you would compare power levels, and commence a back-and-forth to try to push the advantage to one side’s favor or the other. The relative power levels determines “Standing,” which can go anywhere from a deadlock to a crushing defeat/overwhelming victory. In the end, both sides have to face a possibility of some kind of fallout, which can in turn create plot complications, from simple injuries to broken swords to a lengthy quest to prepare for a rematch. I’m thinking the final difference in power levels would become a pool of points that the two sides take turns spending on complications. (So that it’s in the player’s interests to come up with big but interesting complications so the other side has less to spend).

Characters would have a Resolve rating that could be helpful or harmful if it gets too high or too low, but its influence would be small compared to actual ability (unless a fighter’s Resolve gets completely broken and he loses the will to fight). I haven’t gotten far enough to decide on whether or not to use dice, but I know that randomness won’t intrude on the core of conflicts. There might be dice rolls for, say, trying to affect the opponent’s Resolve, but even that doesn’t feel quite right to me. I’m thinking there should be some kind of currency, as it would be helpful for moderating the flow of meta-game effects and character growth.

That still leaves a lot to figure out in terms of how to structure gameplay, how characters advance (for this genre they’ve got to be able to make major jumps in power level at times), and of course how to handle things that aren’t epic conflicts. And a name for the game itself. But I do think I’ve now passed the single biggest conceptual hurdle.

Role-Play This! Oh! Edo Rocket

Oh! Edo Rocket RPG
What Is It?
In the past, anime series were mostly either original or based on manga. More recently, there have been more titles based on light novels (Haruhi Suzumiya being the most notable). Oh! Edo Rocket is based on, of all things, a stage play.

In it, the average people of Edo are being oppressed by the government’s prohibition on luxury items, but fireworks maker Seikichi Tamaya intends to keep honing his skills. The magistrate’s special agents chase after “sky beasts”–strange alien visitors–but it is a difficult task to say the least. Then, Seikichi is visited by a strange girl who wants him to make fireworks that can reach the moon.

Why’s It Awesome?
First of all, Oh! Edo Rocket has a very unique style. The character designs are strange, but very, very iconic. The backgrounds look like woodblock prints or calligraphy paintings. The background music is mostly big band jazz. The story moves at a hectic pace, and the absurdity of it all is counterbalanced by the brutal reality of society (such as how the local policeman beats Seikichi, who in turn can only prostrate himself and apologize), and the string of murders plaguing Edo.

The show also makes a very conscious and calculated effort to break certain rules. The characters relentlessly break the fourth wall, and anachronism is likewise constant. Not only is Seikichi trying to put Japanese fireworks into orbit, but televisions, vacuum cleaners, and so on pop up in iconic places, though the characters are quick to object that “This is supposed to be a period drama!”

Gaming It
Oh! Edo Rocket is a fast-paced action-adventure kind of story with lots of twists and turns, and many characters with dark secrets. To cover that angle, I would lean towards something awesomely cinematic, like Spirit of the Century, or character drama oriented like Prime Time Adventures, though the right group could do it just fine with something like BESM. A particularly whacked-out new Oracle might turn In A Wicked Age into the right tool for the job too (the show’s “Men In Black” have some interesting and Unique Particular Strengths).

Breaking the fourth wall in an RPG is a strange proposition, considering the fourth wall implies an audience. The characters of Oh! Edo Rocket make enough references to animation cels and such that it’s hard to imagine capturing the show’s charm without some equivalent. Granted, the characters can seldom use that to their advantage per se, so it could be a pure role-playing thing that the characters occasionally get to talking about their character sheets or dice rolls. Video games do that kind of thing all the time (“Van, what’s an inn?” “It’s a place where you restore HP and MP..”), albeit usually for a specific purpose. Create and useful foruth wall breakage–being aware of other scenes, peeking at someone’s character sheet, etc.–could fall under some kind of drama point mechanic too.

Next Time: Paul Robertson’s Animations

Role-Play This! Shonen Fighting Manga

DBZ

This installment is a little different from the others, since it’s about a genre rather than a particular title, and a lot of it is about me trying to figure out how to go about designing an RPG for that genre. We’ll return to our regularly scheduled column next time.

What Is It?
“Shonen fighting manga” is what I’ll call a genre of manga (and related anime) that focuses on passionate characters engaged in epic conflicts. Most of the really popular titles fall within it (especially from Shonen Jump and its ilk), so as a genre it covers a whole lot of things that lots of people find compelling. These titles are not without their flaws, but they bring some awesome to the table in their own ways.

I could go on for days mentioning dozens of titles, but I’ll just briefly cover a handful:

  • Bleach: A teenager named Ichigou Kurosaki inherits the powers of a Death God, and must protect his town from dangerous dead spirits. But the other Death Gods are now faced with a conflict that could destroy their Soul Society, and Ichigo will find himself at the very heart of it.
  • Dragon Ball Z: This show takes a lot of flak, especially for its pacing (too quick in the manga, painfully slow in the anime), but it’s ultimately the story of a good man trying to fight tyranny while coming to terms with being an alien. It takes place in a fanciful world full of strange technology and stranger mysticism, where a car can fit into a capsule and seven magic balls and raise the dead.
  • Magical Girl Lyrical Nanoha There are some people who consider this show to be derivative of every major magical girl show ever. This proves that they haven’t watched past the half-way point of the first of its three seasons, or else they’d know that once the Time-Space Administration Bureau becomes involved, everything changes. Nanoha is a kindred spirit to Galaxy Fraulein Yuna, a brave and cheerful girl whose real strength is rooted in her love for others. No other magical girl series I know of has the protagonist sit down for a frank talk with her mother about what she’s been doing in secret, and there definitely isn’t another where she becomes an elite career mage for a dimensional enforcement authority.
  • One Piece: This juggernaut of a franchise takes place in a fanciful world of dread pirates, corrupt governments, and ancient secrets. Luffy, who ate the Gum-Gum Fruit when he was young (making him elastic, but cursed to be unable to swim), wants to become the next Pirate King. He and his crew — all people shaped by childhood tragedy — set out after the One Piece, the legendary treasure. Along the way, Luffy and his friends must put everything on the line to defeat the most vile opponents imaginable and make Luffy’s naive ideals of friendship a reality in a world of unrelenting injustice.
  • Some others that come to mind include Naruto, Tokyo Underground, Shakugan no Shana, Gurren Lagann, Mahou Sensei Negima!, Rurouni Kenshin, and so on.

Nanoha StrikerS

Why’s It Awesome?
Shonen fighting manga may be overblown and cheesy, but when it’s done well it can enthrall millions. Fights can stretch across entirely too many episodes, but they always Mean Something. They’re about some guys putting everything on the line for what they believe in, against all odds. A really good fighting manga story is packed with balls-to-the-wall conflicts and world-shattering revelations.

Gaming It
It took me a while to realize it, but my efforts to design an “anime” RPG over the past few years pretty much boil down to wanting a game that excels at this genre. I haven’t found it yet, and I haven’t figured out how to make it myself. Whatever virtues games like BESM and OVA have, they’re essentially universal (action resolution based) systems with some nifty anime-inspired tweaks, and they don’t address what I think I really need for the shonen fighting manga style. The game I tentatively named “Anime Dreams” contained some important ideas that will likely be vital to my dream game if it ever comes to fruition:

  • The heart of the game is a conflict resolution engine that allows for sacrifices, reversals, escalation, creativity, and at least some immersion.
  • The group collaboratively creates and maintains a “fan guide,” a wiki or somesuch with details on the campaign and its setting, characters, and events.
  • A power scale mechanic (kind of like mass/strength scaling in Fudge), to show overwhelming differences. Half of DBZ is characters trying to raise their power scale enough to stand up to the new bad guy.
  • Series/setting creation as a group activity, with specific rules, and guidelines for adapting existing titles, since lots of people want to play something based on an existing anime series.
  • At least one pre-made setting with quick-start rules and a replay included.

Aside from making it drip with anime/manga flavor as much as possible, I think there are basically two things the game needs to do, and they’re closely related.

1. Make conflicts — whatever form they take — interesting, intense, and consequential.

It may be that I just need to hack the hell out of an existing game with a conflict engine (TSOY, SotC/FATE, DitV, etc.), but I think I need to (1) play more of those games, and (2) really sit down and think about what exactly my dream game needs.

I originally wanted to make it diceless (“A character should only win by luck if he has a ‘Lucky’ trait on his character sheet”), but now I’m not so sure. The real issue is deprotagonization, which is separate from dice vs. diceless. My previous attempts at making it diceless seem to create paperwork without all that much benefit in return. Of course, now that I’ve got a much better grasp on how Yuuyake Koyake works, it occurs to me that a character’s passions and bonds could fuel one or two simple point pools (one for being proactive, one for rebounding maybe?).

From the source material, it’s pretty clear that most character development needs to happen through conflicts. Shonen fighting manga characters improve by leaps and bounds (or just reveal previously hidden tricks) when under duress.

2. Keep the players and their characters actively engaged in the story.

That’s the major challenge of running my current OVA campaign. The game system is good at some things, but it really doesn’t address this at all, and as the GM I have to try to keep an eye on things and make sure there’s stuff going on to involve all of the PCs. It goes without saying that there’s a limit to how much the actual rules can contribute here, but it definitely needs something.

Now, if you want to run a shonen fighting manga type game without either creating a new system or waiting for someone else to, there are some possibilities. Some have suggested using a hack of Dogs in the Vineyard to do Naruto, and for that matter Filip treated us to Gurren Lagann done with InSpectres/UnSpeakables. DitV is on the right track in terms of supporting play where characters tend to engage in individual conflicts (that’s how it usually seems to work in manga after all), and the use of escalation (If Super Saiyan isn’t enough, it’s time to risk it all on Super Saiyan Level 2!) and fallout.

The Shadow of Yesterday has some ideas that point in interesting directions, but there are elements of its paradigm (like how someone Unskilled can beat a Grand Master by pure dumb luck, if not very often) that to me are at odds with shonen fighting manga sensibilities. It and Spirit of the Century both reward characters for being passionate and irrational, but would need some major hacking to handle the power levels of a Super Kamehameha or Starlight Breaker instead of the pulpy action they were intended for.

Otherwise, the alternative is to use a more typical universal system (anime-flavored or otherwise) to try to simulate the particular setting, which (as the anime/manga character page of Surbrook’s Stuff demonstrates) can accomplish more than you might think, though again it leaves the conflict and character drama largely in the hands of the participants. That’s not necessarily a bad place for it to be, but personally I want a game that can do a little more.

Next Time: Oh! Edo Rocket

Role-Play This! Higurashi no Naku Koro ni

Higurashi RPG

What is it?
Higurashi is a series of independently produced visual novel games, which have since been adapted to several other media, including an excellent anime series. It takes place in the summer of 1983, in a small town called Hinamizawa. When the government wanted to build a dam that would destroy the town, it bitterly divided the people between those who wanted to preserve it and those who wanted to take the government’s money. Every year since the end of the Dam War, there have been murders on the night of the town’s Watanagashi festival.

A teenaged boy named Keiichi Maebara has just moved to Hinamizawa, and he becomes friends with Mion, Rena, Satoko, and Rika, four girls who have a club where they play games, usually with dares over embarrassing costumes. The story unfolds through a series of alternate versions and re-tellings, which gradually reveal more and more of the town’s dirty secrets, and the kids wacky hijinks are often juxtaposed with horror and brutality.

Geneon was releasing the anime in the US, but then they sort of closed down all of their North American operations completely, so the license is kind of in limbo. There are fansubs out there, but they’re hard to find at the moment.

Why’s It Awesome?
SPOILER ALERT. All through the first season, Hirugashi keeps you guessing as to what is actually happening, and the audience can only wonder whether it’s really something supernatural at the heart of all this, or something else. At the end of the first season Keiichi remembers himself brutally murdering Shion and Rena, and doing so pulls him back from the brink of disaster. We also learn why little Rika switches between her bubbly little girl persona and a much more mature self. She has endured nearly a century of reliving the same life over and over. In the final story arc, she uses the knowledge gained from so many lives to rally her friends together to thwart the sinister forces threatening Hinamizawa and move on to a brighter future together.

Although Higurashi is situated in otaku culture, it is anything but typical, and it defies cliches at every turn. Amongst other things, it is willing to deal with social and government issues. Even in mainstream culture, Japanese entertainment always seems reticent to depict for example a courtroom scene, but Higurashi features a protest outside the local child welfare office. The characters, from busty Mion to Lolita Rika (who won the 2007 Saimoe Tournament), have a definite moe aspect to them, but they live in a realistic world and problems such as Satoko suffering domestic violence at the hands of her uncle, are not easy to solve. Unraveling a government conspiracy that could (and in many worlds does) destroy the town is the ultimate test.

Gaming It
There are many possible ways to approach gaming Higurashi. You could stick close to the original, or use the general premise with different characters, or even in a different place entirely. Higurashi is ultimately about the townspeople’s relationship with a unique virus that could redefine how we understand human behavior. it meshes well with a Japanese town with its own cult-like variation of Shinto and run by powerful yakuza families, but it’s not hard to imagine an insular town in the deep south with its own sinister variation of Christianity.

Sorcerer is probably the existing game that would fit best. With a little tweaking, the virus/curse that afflicts everyone in Hinamizawa could be defined in terms of a Demon, with Humanity loss representing the spiral of paranoia, insanity, and death that results from its full activation.

The fact that it uses multiple realities to reveal the mystery raises all kinds of interesting possibilities, regardless of what system one uses. For a shorter campaign or a one-shot the GM might give the players index cards with scraps of memories from the other worlds. Rika is the main one doing this remembering, but the others get occasional vague impressions, especially towards the end of the story. This would require lots of preparation by the GM, but it would be the best choice in terms of maintaining immersion.

On the other hand, especially if you want the mystery to be undecided at the start, it could be neat to do a troupe-style campaign where the players take turns being GM and inventing story arcs, which could be either new or examine an earlier one from a different point of view.

Next Week: Metal Wolf Chaos

Anime and Roleplaying, Part 2

Continuing from my last post, some more on how to represent anime in RPG form. The Culture Clash section was inspired in part by an exchange with Nagisawa Takumi on RPG.net. I doubt we’ll ever agree as to what “anime” means (for reasons you’ll see below), but I came out of it with a much better understanding of what I mean by anime, and how it relates to roleplaying games. The second section was inspired in part by reading Daniel Mackay’s book The Fantasy Role-Playing Game: A New Performing Art, as was the earlier one on allusion.
Continue reading Anime and Roleplaying, Part 2